Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Being able to do a gigantic map can be a nice thing for a free/creative mode for the more casual players (or moods). :)

In the video, when you went from the edge to the center of the map, with the game being unable to render all the decorations in the process, for me it was pretty decent as it gave that blurry feeling that came at high speed. I couldn't see the decorations clearly, but I could see some flashes here and there. hahaha Maybe, at far distances, trying to load just a few random tiles might do the trick.

Good luck in the GMTK jam! :D

Also... A HUNDRED THOUSAND LINES?! :surprised_pikachu:

(+1)

Thank you! :)

For the long-distance map-travel I think of another trick - but not implemented yet - draw a screen-width "line" between current and target location, and draw all tiles within that line before the camera moves. And if it is so far that even that is too much - then I just move camera with fade-out/fade-in animations :)

I really want to do GWJ, so far it's my favourite, and I really love the community. But timing doesn't align, and it takes so much time! :) Will probably go for it again when the final form demo is ready :)

100k is just an estimate :D But I think it's close to reality, given that I use data-centric approach and store most of the data (like runes descriptions and tranformation atlas coordinates) in tons of dictionaries :) I love dictionaries :)

It's also been a while since I participated in GWJ because of time, I understand :/

Technically, you are kind making the “line”, but segment by segment. hahaha But if you can make it work (I don't doubt it c:), it would be cool. A fade-out/fade-in would also be nice, like a little teleportation. :D

I like dictionaries too, but not so much it seems hahahaha