27 March 2009

World Map and Assorted Other Things

This one took a bit longer.

There's still no combat or anything exciting like that, but I've got a nice chunk of framework-type stuff in place. You can move
Mr. Centurion around on the world map - technically it scrolls beneath him as you click. This will allow world map sections to be, within reason, as large as I wish. Each time you move, there is a 20% chance of going to the battle screen, and if you move into the city you'll see a city background test image. One flaw, if you get a battle while moving into the city you'll see the battle instead. Move out and back to see the city screen (an early draft, courtesy of Kenturion like the rest of the graphics).

I have methods in place to switch between the maps and menus that can be expanded to party and inventory screens once I get to those. The world map section is read in from a notepad file (if you change the numbers in the file and click the menu to remake the world map you should see the differences, though most numbers don't mean anything currently, and you could potentially kill the world map entirely!) and passes information about the player's party and the terrain to the battle map, though that doesn't do anything yet. Monsters are passed in the same way, though for now it's always the same group of four ('ware the shamrocks). The monsters are also still selectable, so you may move them around to your heart's content. This should be the last time you can do that.

I found a fairly large flaw in the way I was checking for movement on the battle map. The new method should be able to check line-of-sight and distance for ranged weapons and spells when those go in, so fixing the flaw has been extra good.

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