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.
No comments:
Post a Comment