Re: what do i need in an rpg engine?
@11
You don't save map changes, you save what the player has done (i.e. quests completed) and you figure out how to load those changes when the map is needed.
This is vastly easier if you don't try to model doors and gates and etc. as tiles, but as proper game objects, though it wouldn't be unreasonable if those game objects modified the tilemap on load. So:
You have the boss door. The tilemap leaves the boss arena path open. When the map loads the boss door goes "have I been unlocked yet" and if no it writes a square of tiles, or otherwise blocks the path. if yes it doesn't. When the player unlocks it it undoes whatever it did. This is easier if your collision is good enough to handle large axis-aligned bounding boxes, because the boss door could just toggle off its collision in that case, but writing/removing tiles is perfectly adequate and lots of sighted games from the SNES era did it that way sometimes.
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