Roadmap

split tile function

What Feature would you like to see included within TaleSpire?
What does it look like, how does it work, how is it used. Paint us a figurative picture.
This would be a GM tool that only affects terrain tiles. Each 1×1 tile could be split twice, with the third click restoring the tile to its original state. The GM could access this tool in build mode by clicking an icon shaped like a pickaxe. It would highlight one half of a tile the cursor is currently hovering over with a box outlined with dashed white lines indicating which volume half of the tile will be hidden. The tool will look at where the cursor is relative to the center point of the tile the cursor is hovering over to determine the direction of the cut. The first click will hide the half of the tile outlined with the highlighted box. A second click will hide a perpendicular half of the tile, leaving it showing a ¼x¼ tile. A third click will restore the tile to full size. Clicking directly on the center of the tile and dragging to a corner allows a tile to be split diagonally in half in that direction, with a limitation that a tile split this way can only be split once before a click on the tile will restore it to its default shape. When a user clicks in the center and drags in this way, a dashed line volume indicating which half of the tile will be hidden will appear on the tile. This tool would only affect terrain tiles tagged with the ‘floor’ descriptor.

 

What situations would this Feature be useful?
Descriptions, examples, interactions with existing features - whatever you can think of to get your idea across!

 This feature would allow for creators to create highly-detailed boards with small nuances in terrain like adding noise to the ground, or creating small holes in the floorboards. Cutting diagonally would permit players to plan some kind of diagonal floorplans into their map design - this would be best implemented by allowing tiles with the ‘wall’ descriptor to rotate in 4 additional angles as long as they do not have tiles attached at the base, but that's a whole other feature request. Functionally it would only hide the volume indicated, so collisions would still perceive the tile as one full tile, saving the back-end headache of creating additional collision boxes every time there is a state change on a floor tile. In a perfect world, the collision boxes would change, but since figures moving over them would do so in the same way any figure moves over a change in elevation, there's really no need for such nuance.

Additional Thoughts/Details

I'm not sure if something like this is already in the works, I've seen sort of similar requests but not quite like this one. I appreciate all the hard work the Bouncy Rock team is putting into this project, and I want to thank you all for this labor of love.