S
Spelfantast
Guest
Hi.
I am making a platformer game. However, at some places I want the levels to be more of a dungeon than a linear progression.
Right now as a placeholder I simply have an object that make the game move to another room when touching it. What I want though is a system that fulfills the following.
1. I want to transfer the player object to the right place in the room depending on which room he came from. ( I.e the right side of the room if he came from the room to the right)
2. I want this to be possible in rooms that have different sizes to each other. One room might be square, the one next to it is taller and wider.
3. If possible, I want the player to enter the room at the same vertical location he exited the last room. That is, if he is jumping to a room with the same floor that he jumped from, he should enter it in air.
Is there a good way to think of this?
Is it better that the dungeon is one big room that scrolls the view to new rooms or better to make it into different rooms? I've seen tutorials where it is one big room and the screen scrolls to new rooms like in Zelda 1, but I rather want it like in Super Metroid, or even more games where you can enter rooms in a jumping state.
Do you have any recommendation how to approach it? Where should I look?
Very much thanks in advance!
I am making a platformer game. However, at some places I want the levels to be more of a dungeon than a linear progression.
Right now as a placeholder I simply have an object that make the game move to another room when touching it. What I want though is a system that fulfills the following.
1. I want to transfer the player object to the right place in the room depending on which room he came from. ( I.e the right side of the room if he came from the room to the right)
2. I want this to be possible in rooms that have different sizes to each other. One room might be square, the one next to it is taller and wider.
3. If possible, I want the player to enter the room at the same vertical location he exited the last room. That is, if he is jumping to a room with the same floor that he jumped from, he should enter it in air.
Is there a good way to think of this?
Is it better that the dungeon is one big room that scrolls the view to new rooms or better to make it into different rooms? I've seen tutorials where it is one big room and the screen scrolls to new rooms like in Zelda 1, but I rather want it like in Super Metroid, or even more games where you can enter rooms in a jumping state.
Do you have any recommendation how to approach it? Where should I look?
Very much thanks in advance!