This are some screenshots of my Map-Editor „SimplexityGE“ that I did some time ago in Unity. It’s a prototype for a 2D-Map Editor for „Simulated RPG Games“ in a Pokémon pixelart style.

It’s based on Tiles. The map in the screenshots below has a dimension of 64 x 64 tiles (GameCells), each GameCell has a 64 x 64 pixel 2D-sprite assigned which represents the GameCell on a 2D map.

This is a 64 x 64 GameCells „PixelMap“:

The editor has a built in visual „Data Layer Editor“, that can be used to draw all kinds of „Data“ on it.

In the above image its the waycost which is edited, the more colored a cell, the more value it has. Its possible to draw waycosts or other data by using a „pencil tool“. It’s kinda like in Photoshop.

The waycost (and all cell data) is stored in a 2D byte-array, which is interpreted as a „minifloat“ -> a floating point value in the range of 0.0 to 1.0 with only 8 bits per float.

So a waycost of 0.0 means that it possible to move over this cell with lightspeed and with no waycost at all… A waycost of 1.0 means this cell is totally blocked and cant be passed.

I implemented an A* algorithm for pathfinding, so its possible for objects on the map to find a quick way from one point of the map to the other.

Characters on the map move autonomously! They are controlled by simple scripts, that look like this:

I plan to move the concept from Unity to Unreal Engine 4, by using the TileEditor wich is already built in in UE4. With the change to Unreal Engine I hope to get a much better graphics quality and I would love to extend the 2D-map into 3D!

Below are more screenshots. Please read the image descriptions for more info!

This is a setup in Unreal 4. It’s made using Unreals new Tilemap Editor, which perfectly matches to the need of the editor.

Tilemap Setup in Unreal Engine 4