Hi! To keep this short, I’m trying to program a 1st-Person Grid-Based Dungeon Crawler for a class assignment. I am currently following this walk through as something to start off with.
I don’t think I’ll have any problem with programming the dungeon itself, but I do need to make a mini-map that displays the player’s current grid position and every other grid they have been on. I have just begun using Unity since Fall 2023, so I am still relatively new to this engine.
Any and all advice welcome.
If you want to make it look high quality, don’t put the camera in the center of the tile (common mistake). If you look at 3D crawlers that do it right (eg Grimrock) you’ll notice the camera doesn’t put your face smack in front of a wall. You always see part of the floor. This is only possible by rotating the camera around the center of the tile while the camera itself is positioned very close to the wall itself. You may have to increase the near clip plane so that wall attachments don’t clip into the camera.
The minimap could simply be a tilemap with single-colored tiles. Black sprite for impassable, white for passable, and a rotating arrow for the player character is all you need for a start.
This is the kind of thing that is made up of many smaller pieces. Not going to check the video, but you will probably need a separate data layer that represents the dungeon grid. That’d be the most sensible way to firstly be able to represent the world in a mini-map, alongside also recording where the player has been.
The tilemap idea from CodeSmile isn’t a bad option. But I guess it depends how you want it to look. Super basic/old school? Fancier? All the three UI systems, IMGUI, uGUI, and UI Toolkit could all accomplish a simple one fairly easily.