Data model
See also: Progression and achievement system
Requirements:
- track progress for individual players
- mini games added over time
- progress of the mini games will be tracked for individual players
- incorporate the progress and completion of the mini games into the main game, as well as other mini games
- an efficient, extensible solution
Layers
OBJECT LAYERS – export as data
- Exit –
- Entrance –
- Hole – BLACK
- Transport –
- Items – RED – this would be what is INSIDE a pot, for example, NOT if there is a pot there…
- Sprite Spawn – PINK – Sprite ID and name
COLLISION (folder) – export as data
- Collision –
GRAPHICS (folder) – export as data and graphics
- foreground (folder)
- background (folder)
Question – is it better to generate background/foreground map at runtime (or at load/set up time) – or load a complete graphic? I feel that its better to generate it at load time…
Why? potential for saving memory – can also be changed at run/game time…
I mean, apart from the graphics, all the other things are being generated at run time…
Why not? processor overhead –
See: Tile Buffer
Load adjoining
each map has a list of surrounding, adjoining map pieces, as well as
load map sections, including
the loadAdjoining array should start with the first 8 (top left, top middle, top right, middle left, middle right, bottom left, bottom middle, bottom right) slots always there – even if they are set to ‘null’ – the algorithm uses their position to determine which map joins where
Examples
start – load the map – load adjoining (seen in red below)
move to adjoining – load adjoining (seen in red below) – leave already adjoining (seen in orange below) unload others except for adjoining (seen in blue below)
So, there will always be 9 map sections at minimum loaded at once.
But what about going into a house – start in house then what is loaded?
from within a room you can: go outside – go to other rooms
from outside you can: go to another section of map – go into a room
Needs to load all of the ‘layers’ of data
To be honest – these days, is this kind of thing required? For example, a map like the zelda overworld is 8×8(64) map sections of 64×64(4096) – 262144 tiles
Well, if i keep adding to it, it will allow for that and maintain it performance… ish…