Core RPG handbook · Development build / version notes
Documentation / Tile Tick Core RPG / Designer
Audio, UI, Minimap and Tile Markers
These systems handle the information around gameplay so the player can understand what is happening without burying the core logic inside UI scripts.
Music#
MusicManager plays MusicTrack assets and can respond to MusicZone and BossMusicTrigger components. This lets areas and encounters choose music without each trigger building its own audio system.
Main HUD#
The HUD widgets display health, prayer points, and run energy. They should read from the real player systems and subscribe to changes so the values remain correct after damage, prayer drain, running, regeneration, saving, or loading.
Minimap#
MinimapView displays the current minimap source and the markers registered around the player. PlaceholderMinimapSource gives you a working starting point that can later be replaced by a camera, rendered map, baked texture, or another custom source through IMinimapSource.
Markers#
- MinimapMarkerAgent registers an object that should appear on the map.
- MinimapMarkerDefinition controls its icon and presentation.
- MinimapMarkerLibrary keeps reusable marker definitions together.
- Marker types help separate players, NPCs, banks, quests, and other points of interest.
Tile markers#
Tile marker components show destinations, selected targets, interaction tiles, or other tile based feedback. Keep them as presentation only. The grid and command systems should remain the source of truth.
Presentation helpers#
Use the provided world space and UI helpers for hit splats, overhead icons, hover feedback, and other visual responses. They are designed to react to gameplay events rather than decide gameplay results.
