Pokemon Java Engine
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February 13th, 2013 (11:22 PM).
Join Date: Oct 2010
I don't see any reason to restrict yourself to a certain number of layers. An infinite amount can be achieved easily and gives some extra possibilities for level design while not having any negative effects what so ever. My implementation would have 3 sub layers for every layer of the map: tiles, movement and visibility.
Having a setup like that, makes it possible to actually put every part of a city (including floors of buildings) in a single map, thus getting rid of short (but still noticeable) loading times and offering a more connected feeling. A building's windows could then actually allow the player to look outside in the city below.
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