YanBG
Member
I'm populating my game world and i want to fill it with props/objects/furniture. It's more difficult but since i wanted to have more variation(same barrel can be placed on sand, grass, inside a house etc) i decided to have tiles for each piece, rather than a solid background with floor and wall connected. Now how would you go with designing the interior of a simple tavern or a shop?
1) I could hardcode it inside the game, with for loop going through each cell of the room and making a lot of checks to see how big is the room, if there is space for a table etc, how many props of that type. Side rooms should have beds and locked door. Pros: size can vary, better for procedural towns.
2) Handcrafted, i'd need an in-game map editor(better in the long run than the build-in GMS one or third-party), and save into external files(csv). Pros: you can have multiple designers and even players can easily create levels too.
3) Editing directly the csv grid tables, it's fast but hard to read for human eye, also you need to test the results in-game and know how each prop looks like(having the ids listed somewhere). Take this grid, it's the inside of a tavern:
1) I could hardcode it inside the game, with for loop going through each cell of the room and making a lot of checks to see how big is the room, if there is space for a table etc, how many props of that type. Side rooms should have beds and locked door. Pros: size can vary, better for procedural towns.
2) Handcrafted, i'd need an in-game map editor(better in the long run than the build-in GMS one or third-party), and save into external files(csv). Pros: you can have multiple designers and even players can easily create levels too.
3) Editing directly the csv grid tables, it's fast but hard to read for human eye, also you need to test the results in-game and know how each prop looks like(having the ids listed somewhere). Take this grid, it's the inside of a tavern: