May 10, 2012

Chasseur, part 1

Since the development of my previous project ended, I'm moving forward to my next project. As I mentioned in my previous post, I was thinking about a Super Spy Hunter (SSH) game clone. Now it's final, I'll be making SSH clone.

You can view full game completion here:

So now I'm at game architecture design stage. The very first thing I bumped into was: how to store such large levels? First of all I thought about somewhat natural solution to this: tile maps. But this maps would be quite large, and, more major thing, they make impossible (at least as I understand it) some features that original game demonstrates. The most natural way to do similar thing is to follow original game design, and the original game was a 256Kb ROM (amazing isn't it?). This is certanly not enough to store all maps as a tiles. I was also thinking about programmic generation of levels and user ashes999 make me certain, that reference game indeed uses some kind of procedural generated content. It can be like this:
while next road section exist:
    get road section data;
    set road generation options (borders type, road type, etc);
    set road section lenght;
    while not end of a section:
        generate road;
        apply pseudorandom eye candy stuff;
This way levels can be described in a pretty compact way.

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