• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
wfrye2005

Tile engine design

3 posts in this topic

I'm working on a 2D tile engine and looking for some general design and/or programming advice from more experienced programmers. What I want is an engine capable of handling both essentially limitless transition-free tilemaps (i.e., broken into chunks, loading the chunk the player is in and pre-loading adjacent chunks to make sure the player never sees an empty abyss at the edge of the screen) and Castlevania/Super Metroid style "rooms" of set size (for instance, an open overworld and segmented interior spaces). So, a few specific questions:

 

1. I've been using the Tile Engine and Level Editor from Kurt Jaegers' XNA 4.0 Game Development by Example as a starting point, but I'm finding they're fundamentally different from what I want to create (static tilemap class predefines a set const map size, tile size, number of layers, etc.)--rather than simply extending them as planned, I'm having to completely gut them to the point that I'm beginning to wonder if it would be more manageable to simply start fresh. I've managed to add support for maps with different properties (in such a way that the level editor still works, surprisingy), but it's messy. Thoughts?

 

2. Room-based tile engines are pretty easy to find info on, but I haven't been able to find any specific tutorials on how to code chunk-based tile maps. Anyone know of any? Specifically, I'm having trouble comprehending how to handle loading more than one tilemap, and how to get the camera to treat it as if it's all one giant map, only ceasing to scroll when it hits a place where there are no further chunks to load (the edge of the world). I assume I'll need to store the names (x,y coordinates) of all the chunks in an array to tell the engine which map files to load depending upon the coordinates of the chunk the player is in, but beyond that, I'm lost.

0

Share this post


Link to post
Share on other sites

[quote name='TheSasquatch' timestamp='1358375909' post='5022329']
I'm working on a 2D tile engine and looking for some general design and/or programming advice from more experienced programmers. What I want is an engine capable of handling both essentially limitless transition-free tilemaps (i.e., broken into chunks, loading the chunk the player is in and pre-loading adjacent chunks to make sure the player never sees an empty abyss at the edge of the screen) and Castlevania/Super Metroid style "rooms" of set size (for instance, an open overworld and segmented interior spaces).
[/quote]

 

So you want "infinite" scrolling 2d tile map levels (procedural generation??) akin to Minecraft, or are you talking streaming in custom maps in real time that are pre-made in an editor. Or are you talking both?

0

Share this post


Link to post
Share on other sites

[quote name='M6dEEp' timestamp='1358383789' post='5022388']
So you want "infinite" scrolling 2d tile map levels (procedural generation??) akin to Minecraft, or are you talking streaming in custom maps in real time that are pre-made in an editor. Or are you talking both?
[/quote]

 

Custom maps from the editor I'm working on alongside the game. While I'm extremely interested in procedural terrain generation, for now I just need to learn how to load the additional tilemaps and have the player/camera treat them all as one continuous map. I've been thinking about it all day, and I just can't figure out where to start.

0

Share this post


Link to post
Share on other sites

There are multiple Tutorials you can use to get a basis for this. You can try a couple on Youtube, there is also a good overall RPG tutorial that will get you started at www.xnatutorial.com. ALso remember that the tutorial in the book is just a starter and you can modify it in any way you like, change the static values to variables you read in from a saved file or that you enter in textboxes.

 

   As to your player/camera issue, you can tie the camera to the player and include an offset from the player and also a world offset, as your player moves the map scrolls. Your Drawing routine draws the map based on your view screen. This method lets you load the full map into memory but only draw the part of the map that fills your view screen.

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0