Friday, April 10, 2009

Map Builder

I posted measurements as to the sort of space we'll need for gameplay, and have been working on sizing down the scale so that we can accurately create maps for the Programmers to use and implement into the game engine. I've finally got it together now.

Photobucket
This is only an example image, the full-quality PNG is here.

Now mind you, even if the speed does change in our final build, this should be much more than enough for the levels to work functionally. Given the speeds I recorded, every two lines should be one level of the game. The way I'm expecting it should work is simply loading in new textures every 100 seconds over the map, so there's no major issues with us building out every level of the game altogether rather than separating the levels into specifically 1 bit, 8 bit and 16 bit maps.

What I'd like to do is assign specific roles later on to do two lines of this document each, to get split up and swapped around in the end document so a fair bit of ideas are separated and it doesn't work out to be "this level was made entirely by so-and-so", so there's no major distinctive differences in each part. We can work that out once we get back to class, but for now, feel free to play around with it and save anything you do so that we can possibly use it later.

The little blue box in the top left was just to see how much exactly will be on screen when the game first starts, but it's incorrect. The actual height of the screen vertically would only be 7 of the 64x64 blocks. I got my math wrong (most likely because it's 2AM, heh). This means that the vies will never "ascend" despite my intention in making the map, I can edit it at a latter date as it was my intention, rather, to have the map be twice the height vertically of the actual screen resolution. You can play around with that yourselves if you're so inclined, I'll try to get an appended map up in the coming days.

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