Testing, Testing
- Toby the Cat
- Jul 5, 2024
- 2 min read
Time: 16:24
Still in-between any kind of real project, just been running with some idea's seeing if I can pull them off. Found a really nice way of doing NES style Legend of Zelda style rooms. These have the massive advantage in that changing area's now doesn't mean I'm changing rooms in game. It also gives me an overall better view of the game world. This method though wasn't without obstacles though.
The first of which was since the entire world is loaded at once enemies and objects in rooms off camera would still actually be doing stuff, which not only is a waste of resources but would end up with objects not where they should be when the player enters the room. This was fixed by essentially "pausing" the game for everything that wasn't directly in the players view as well as when the player leaves the room resetting them back to default values.
Somewhat linked to the first problem was happens if the player destroys objects in the room before leaving? If they never actually respawn then eventually the game map will have no challenge to it. Now on the flipside if you cleared a room out, left, then returned right back only to find everything has been reset this too has problems. My solution was to simply put the respawn onto a timer, this way if a room was returned to after a short time had past the player would find the challenge returned, however returning right back to it, say if the player had taken a wrong turn, they wouldn't need to fight everything again. This also prevents players from being able to "farm" certain areas for item drops etc.
Now not all objects and enemies will want to follow this pattern, bosses and mini-bosses need to stay dead forever and certain puzzle elements such as switches need to stay flipped just as examples.

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