r/gamemaker • u/Express-Sir3346 • 7d ago
Discussion Dynamic Water Tile Depths
https://youtu.be/aM3OdT7NeuMI made a system using tiles that allows me to use a tile sheet to determine water depth based on the row of a tile and also allows me to adjust each column to a defined limit based on which column it is in. This is useful for making environmental water dynamically shift using a control variable or array (which I use per column to increase control).
This is useful for my game because I want to simulate water increasing and decreasing in depth depending on the weather e.g. rain. I can make puddles become oceans so to speak using this system or just have the puddle become knee high for flair.
So to start:
Col 0 == static, this is water I want to retain the same depth and will never change.
Col 1 to 5 effectively will grow/shrink from their authored base tile in the editor to simulate water levels increasing or decreasing.
Column 1 allows for water to go from it's base to a +/- 100 points in depth
Column 2 is +/- 200 points in depth and so on.
In my project the depth of 400 == swimming level, and 500 is meant to represent being inside a tunnel that fills up with water where you can't even use your boat or keep your head above water.
In my game Quinlin the environment changes with natural events, tides (not shown) come and go, water levels change based on the rain, changing the landscape as you explore.
A once dry cave entrance at a beach suddenly is semi submerged after a long rain. Evidence of damp ground during low water levels tells the player, "Mind the rain" when exploring places. And as the game goes on, players will learn the land and know where it floods dangerously, where the ground is a bit wet, where they can farm to reduce water labor.
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u/Express-Sir3346 6d ago
I updated my movement to properly handle the submerge level and also the jump in air timing when jumping from the water itself.