bill0287
Member
In a topdown game, I am confused about how to handle "room" concepts for large outdoor environments.
If I were making a game that took place in a mall, for example, different stores could be different rooms, but if were making a game that takes place in a small town, how do you handle the sizing of rooms? Is it one large room to encompass the entire game playing field, or do you segment it out into smaller "rooms", and manage switching between them as the player crosses over. Many interlinked rooms seems tedious.
What is the best practice for something like that?
I attached a picture to kind of illustrate what I am asking. Is it one room for the entire map (red), or a series of rooms linked up (black)
If I were making a game that took place in a mall, for example, different stores could be different rooms, but if were making a game that takes place in a small town, how do you handle the sizing of rooms? Is it one large room to encompass the entire game playing field, or do you segment it out into smaller "rooms", and manage switching between them as the player crosses over. Many interlinked rooms seems tedious.
What is the best practice for something like that?
I attached a picture to kind of illustrate what I am asking. Is it one room for the entire map (red), or a series of rooms linked up (black)
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