I'm leaving battles to the side right now, and focusing on the core game world. Once again, there's little to show because this is mostly technical - but I'm making significant steps!
The game world will exist all in one giant frame. There's a system (implemented and fully functional) that goes through objects placed in the frame editor (things like doors or NPC spawn points, or animated decoration like a fountain) and adds them to an array based on which Sector they're in (think Towns and Routes in the Pokémon games). When the player enters a sector, objects in the previous sector are destroyed and appropriate ones are created in the sector that has been entered, based on the data from the array. The transition is instantaneous, and hopefully this solves any performance issues that come from using a giant frame.
That's it in a nutshell, anyway. I'm not really sure what to start on next, I'm basically trying to get enough core features to where I have a nice prototype to inspire more ideas, find out what's fun and works and what doesn't.
I think I'll continue by building a sample town (with NPCs!) and small 'wilderness' area and go from there
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