A
atxgamedesigner
Guest
Hello,
I'm starting to piece together some of the mechanics behind a game Idea that I have, and am trying to figure out how to go about building the game world.
The game world is fairly large - far too large for GM to handle in one seamless room.
So I was thinking about breaking up the world into smaller "chunks", and transition into them - kind of like the old Legend of Zelda games.
I'm just not sure how to go about this.
Specifically, how to know which chunk of the map I'm in, and which chunk to load based on where my player is.
Also, how I would load/destroy instances of objects when the new chunks are loaded, and the old ones are no longer currently in use.
There is going to be a lot going on, so I really want to be as performance conscious as I can.
If anyone can lend some advice, it would be much appreciated.
Below is a quick sketch to help you understand what I mean by breaking the map up into smaller pieces.
I'm starting to piece together some of the mechanics behind a game Idea that I have, and am trying to figure out how to go about building the game world.
The game world is fairly large - far too large for GM to handle in one seamless room.
So I was thinking about breaking up the world into smaller "chunks", and transition into them - kind of like the old Legend of Zelda games.
I'm just not sure how to go about this.
Specifically, how to know which chunk of the map I'm in, and which chunk to load based on where my player is.
Also, how I would load/destroy instances of objects when the new chunks are loaded, and the old ones are no longer currently in use.
There is going to be a lot going on, so I really want to be as performance conscious as I can.
If anyone can lend some advice, it would be much appreciated.
Below is a quick sketch to help you understand what I mean by breaking the map up into smaller pieces.