What to do with map edges
Hello all, I'm working on my game engine and its nearly done except for two problem.
The one I'm curious about here is what to do with the edges of the map. at present the map basically floats in empty space. Which the player can see in the distance, so what should I do about the edges? I could add horizon box but then the player would end up walking into it. when they got to the edge of the map.
Also some of these edges will also act as the map exit so that when the player touches them they move to another map.
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Writer, Programer, Cook, I'm a Jack of all Trades
Current Design project
Chaos Factor Design Document
[edited by - TechnoGoth on August 12, 2003 7:04:55 PM]
I would add some extra map space around the edges (or shrink your boundries in a little) and have the map fade to black .
1) (Top-down and Semi-Top-Down views only) Load adjacent maps and draw these maps as they become visible (also eliminates clicking to next "screen"). Where no adjacent map exists, ensure the player cannot reach the physical edge of the map, and simply restrict camera movement to always show only map.
2) Filler map on all sides, possibly procedurally generated (see Tribes 1) and prevent player from leaving created-map area.
Basically, make the player never be able to _reach_ the true edge of the map, through gameplay devices. Scuba-diving game? Force them to remain over the continental shelf, "out of the open ocean where monstrous 200-foot sharks live". Or something.
2) Filler map on all sides, possibly procedurally generated (see Tribes 1) and prevent player from leaving created-map area.
Basically, make the player never be able to _reach_ the true edge of the map, through gameplay devices. Scuba-diving game? Force them to remain over the continental shelf, "out of the open ocean where monstrous 200-foot sharks live". Or something.
Red Alert 2, and I''m sure many other games have used the method Wyreframe mentioned (the 1st one, although RA2 only has one map "section" loaded at a time.) When creating the map in the editor it actually gives you the choice of how much space to leave at the edges. You could, in that editor, if you wanted to, actually set the clipping out to the very edge of the Iso Tile and see little blank triangular areas at the edge of the map in-game.
They pretty much left the responsibility of how much to see to the map creators (with a default value to help them out.)
I''d recommend the same if you''re doing a 60 degree viewing angle or similar view game.
-m
They pretty much left the responsibility of how much to see to the map creators (with a default value to help them out.)
I''d recommend the same if you''re doing a 60 degree viewing angle or similar view game.
-m
AoK has a hard black line.
Fallout Tactics has a fade to black with a definite edge that you cannot pass.
Fallout Tactics has a fade to black with a definite edge that you cannot pass.
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