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- This article is about basic unit in the game. For list of tiles, see Furniture.
A tile (or floor tile), is the game smallest game unit of space for tiles. It also manages many aspects of distance in the game, such as zombies path tracking and the player's inventory.
Tiles
- Main article: Furniture
Furniture can be placed on floor tiles, most tiles occupy a single tile. However, there are tiles that occupy 2, 3 and 4 tiles, including the large fridge and the popsicle fridge that are size 2, the generic cooled shelves and the white display counter that are size 3. The most common 4 floor tiles sized tiles are beds, like the large modern bed and the large oak bed.
Range
The reach of various aspects of the game is determined by tiles, usually the range in the x-y axis is a circle, in the cases which the circle is determined by tiles, it will never be a perfect circle (check images on the right).
Generator
- Main article: Generator
The operating range of generators is tile based, its range is a circle with a radius of 20 tiles (41 tiles in diameter). If the player is currently holding a generator and selects a weapon, the generator will be placed in the closest tile to the player's foot.
Inventory
- Main article: Inventory
When interacting with any type of inventory, including the floor and even zombies, the player has a 2 tiles reach as shown in the image on the right. This can be useful when crafting, as the game will consider any items in this range as the player inventory when crafting items. When building, if any of the components are on the floor (tiles parts, planks, metal sheets, etc.), the building can't be placed any further from this same range, but this time, considering the component as the center.
The height of objects does not interact with the player's reach, but the distance that the player is from the floor does (stairs). There's currently no difference if the player is standing on or sat on the floor.
The inventory reach does not take the exact position of the player when interacting with containers. Instead, the game checks the tile the player is closest to the center, then it assumes the center of this tile as the player's position. This can create a sense of extended reach, as sitting on the corner of a tile may give the impression that the player has a 3 tiles reach. Because of this mechanic, the player will never be able to interact with more than 3 tiles in a single line.
Mechanics
- Main article: Custom Sandbox
Many mechanics, especially those of zombies, are determined by tiles. The world map, accessed by the letter M, is divided by tiles. The same is valid for chunks and cells, which directly affects zombies respawning and movement when not being rendered. The hearing, vision and cognition of zombies is somehow related to tiles. The way zombies move through the map is dependent on sounds created by the metagame, and the reach of these sounds is determined by tiles. The zombie horde mechanics are completely tile-based, from zombies to the distance between hordes and the possibility of zombies joining hordes.
Trapping
- Main article: Trapping
Traps also work based on tiles, if the game checks a trap, and a player is in a 75 tiles radius, the trap will not capture any animals.
Trivia
- Because the game is played from an Isometric point-of-view and rendered in 3D, sometimes it can be difficult to know if a zombie corpse is within the player reach.