I'm currently researching into how to build a Tile Map Editor. The game in question is a 2D top-down action rpg. My problem is in regard to keeping uniqueness in the tiles while making an infinite-world (background loading of terrain as player moves through sub-areas, so as to have no in-game load time).
My question is: Is it possible to edit individual tiles in a tile map based game? if so, how is that data stored? Is it generated by the tilemap editor and actually stored as a completely new tile? Or is it the same old tile with a randomly-generated particle graphic overlayed? Are these options too cumbersome to generate in the background on gameplay?
As you can see, I'm sort of lost as to how to go about this, and I'm finding it pretty difficult to find research material on it. Any pointers would be welcome.
Here is an example of the feel I'm trying to achieve (game is Hyper Light Drifter):
As you can see, every inch of terrain has a pretty unique feel to it, patches of grass, inset squares and cracks on the wall, mounds of snow on the stairs, etc. I don't know what sort of engine was used to produce this, not even if it's tilebased (should be somewhat tile based, right?). I also don't know if it implements infinite terrain
Any help would be much appreciated, I really want to have everything well planned out before I start development and I think this should be my last research step
Edited by Salty_Maia, Today, 06:51 AM.