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map engine(custom)

ok heres the bare bones and let me know what to work on in order. in this post im trying to code a map engine in gml. so its not in rpgmaker sadly but I am using rpgmaker xp and mv as a testing ground to apply my theories.

So here is what my map engine consists of';
1. 9 layers (parallax bg, root bg, ground bg, deco bg, floor obj, collision layer, overhang layer, weather, ui , text)

2. the idea is im using only 3 types of maps. exterior interior and event. everything else besides the sounds bgm sprites and tiles will be in code.

3. the exterior map and interior map use "zones" to load and destroy those instances. these zones contain the data of the layers and the base templates to basically modify everything with upgrade rank and save data.
in theory this should lead to a more efficient setup for loading and freeing zones that are no longer needed.

4 just as I want to make a modular map, these zones have to be manipulated by the player so it is necessary to have a map editor. Basically the map editor has a few rules for the player.

1. is the base building of a zone , you place the tiles you put inside the gate. the objects you place are also limited by the recipe.

2. second rule is that players can place extra tiles and decorations but they can only be placed in a liberated module.

3.Third rule is that they can retrieve the extra stuff whenever they want but the recipe stuff cant be moved around.

let me know your thoughts on this feature component to my game its just in theory but...I want some sound advice on how to structure it.
 
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