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Tiles are the smallest element of World Generation.

Compared to all the other layers like Biomes or Pockets, tiles have their own graphical image, which makes them a central piece of the visual identity of each expedition area. Besides their visual influence they offer tuning options like movement and viewing costs. You will find the majority of the games standard tiles in tiles.hjson on our official gitHub.

WorldGen 01

ExampleEdit

The Thick Jungle Tile (tl-jungle-thick) is defined like this:

{
  id: tl-jungle-thick
  name: txt-tl-jungle-thick
  flags: +jungle
  viewCost: 0.4
  moveCost: {default: 8, it-machete: 3}
  hideParty: true
  borderImgIdx: 0
  borderPrio: 7
  hasTaxonomy: true    
  travelParticle: pt-travel-jungle
  moveSounds: sfx_move_jungle_1 sfx_move_jungle_2 sfx_move_jungle_3
  eventImg: {day: evt_tile_jungle_1.png, night: evt_tile_jungle_1_night.png}
  sprites: [
    res_tile_jungle_thick_1.png
    res_tile_jungle_thick_2.png
    res_tile_jungle_thick_3.png
    res_tile_jungle_thick_4.png
    res_tile_jungle_thick_5.png
    res_tile_jungle_thick_6.png
    res_tile_jungle_thick_7.png
  ]
  sprawls: [
    {id: spr-fire, chance: 0.3, lifeTime: 12}
    {id: spr-dry, burnedTile: tl-dry-jungle-thick}
    {id: spr-ice, burnedTile: tl-snowForest}
    {id: spr-chasm, burnedTile: tl-pit-dry}
    {id: spr-corrupt, burnedTile: tl-corrupted-jungle-thick}
  ]
}

PropertiesEdit

Name Type Description & Example
id string prefix tl-
id: tl-mountain
name string The name of the Tile shown to the Players.
name: txt-tl-jungle-thick
sprites string Which sprite is used to display this Tile. If more than one sprite is defined one entry will be chosen randomly.
sprites: [
  res_tile_jungle_thick_1.png
  res_tile_jungle_thick_2.png
]
flags string The types of flags set for this Tile.
flags: +jungle
viewCost float How much the Tile is blocking the Players view.
viewCost: 0.4
moveCost float How much Sanity does it cost to move across the Tile.
moveCost: {default: 8, it-machete: 3}
elevation float How high is the Tile, influencing from how far away it can be seen or how much it affects the viewing range when Players are standing on it.
elevation: 2.2
events string Which event is triggered when moving across the Tile.
events: evt-tile-pit
travelParticle string Defines a particle that will be spawned when moving across the Tile.
travelParticle: pt-travel-jungle
moveSounds string Defines one or more sounds that will be triggered when moving across the Tile.
moveSounds: sfx_move_jungle_1 sfx_move_jungle_2
eventImg string Defines which event image is used when an event is triggered while the Players are located on this tile.
eventImg: {
  day: evt_tile_jungle_1.png
  night: evt_tile_jungle_1_night.png
}
borderSprites string Which borderSprites are used for this Tile. See #Tile Borders for more information.
borderSprites: [
  [res_tileBorder_dry_n_1.png]
  [res_tileBorder_dry_ne_1.png]
]
borderPrio float Priority of the Tile's border for deciding which border is placed on top of another. See #Tile Borders for more information.
borderPrio: 1
borderTag string Tiles with the same borderTag will not generate borders between them.
borderTag: water
borderOnlyKnown bool Only show the border of this Tile if the Tile has been uncovered by the Players.
borderOnlyKnown: true

Tile SpritesEdit

The standard Tile sprite is sized 26 x 24 pixels. Since the game by standard scales all sprites by 200% you will find the standard settings for Tiles in the game.conf.js to be 52 x 48 pixels.

The original sprite sheet used in the game, containing all used sprites is res_tiles.png.
The .psd file containing layers, filenames and border sprites of all Tiles is res_tiles.psd.
The template for creating your own Tiles is template_tile.png. TileTemplate

Tile BordersEdit

Tile borders are sprites which are placed between adjacent Tiles to visually blend between them:
TileBorders 02


As the Tiles are hexagonal, each Tile can have 6 borders: North, NorthEast, SouthEast, South, SouthWest, NorthWest. The template_tileBorders.png shows the border direction of each general tileBorder area as white lines:
TileBorders 01
Use the template image to paint your borders like in the following example. While you cannot paint further than the max size of each field (32 x 30 pixels) can you very well paint inside the Tile so the border will overlap the Tile itself. This can be used for various effects and some tricks, more on that later.
TileBorders 03
The individual areas of the file will then be automatically used for the respective direction as indicated by the white border line on each area.
TileBorders 04
During the game the border sprite images will be placed (centered) over the their Tile, depending on the adjacent Tiles and borderPrio settings.
TileBorders 05
Which border sprite of two adjacent Tiles is rendered depends on their borderPrio setting. The Tile with the higher value will have it's border rendered.
TileBorders 06
Experiment and play around with the options you have. For example, the chasm uses a trick in that it's tile borders mostly reach inside the Tile area.
TileBorders 07
In combination with the chasm tile this will create an interesting effect:
TileBorders 08
Another exampe for a creative usage of the tile border is the artic plateau.
TileBorders 09
By leaving the tile itself simple and focusing the details on the tile border the plateau has a interesting and striking visual identity.
TileBorders 10

Sprawl settingsEdit

Sprawls are effects that spread over the game world and can manipulate affected Tiles. Examples are fires that spread and turn the burnt tiles into scorched earth, floods that turn tiles into water or the aftermaths of looted shrines that create huge bottomless pits or even the world devouring nothingness. When a Sprawl spreads to a new Tile it checks for the sprawls entry. For a typical Tile, in this example tl-jungle-thick, the entry looks like this:

Sprawl3
sprawls: [
  {id: spr-fire, chance: 0.3, lifeTime: 12}
  {id: spr-dry, burnedTile: tl-dry-jungle-thick}
  {id: spr-ice, burnedTile: tl-snowForest}
  {id: spr-chasm, burnedTile: tl-pit-dry}
  {id: spr-corrupt, burnedTile: tl-corrupted-jungle-thick}
]

So in essence, the Tile itself is telling the Sprawl how it will be affected, which is important to understand. If the Tile is not defining anything for a specific sprawl the defaultBurnedTile entry of the respective sprawl will be used. To learn more about Sprawls go read the Sprawls documentation.

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