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Unfortunately, I think it is not very viable. Animated stuff, such as the water that I had to avoid, throws it off way too much. That was the biggest area I could cover without it resetting.
Besides, the CPU strain is huge...
Are you excited about mapping, or is it about the gems? I ... sort of have a full list of all 128 locations that I was holding out on because it wasn't "perfect" yet and needs editing.
May be good to also make enemies invisible... or dedicate a special color key for them.
But I'm not sure how to edit assets...
C++, Qt.
I believe a map-based guide is important. Checklist-based guides encourage spoilered play, but maps are friendly to people who want to play through blind, then only come to the map later to clean up what they missed. Plus maps look awesome.
Also, whats the point of an over-world map? It is so small to begin with... Side-scrolling maps would be much more useful, but that would be a big task obviously.
Simple maps of the whole game world are almost done. Only tweaks and details remain.
http://i.imgur.com/sfmrdsT.jpg
I'm about to start mapping the side-view levels.
We are about to finish mapping the side-view levels.
Actually, the images themselves are done, just that I want to make an iteractive map.
But may release just the images before I finish that.
Something interesting is that everything is made of rooms exactly 1 screen in size. When regions scroll, they're a bunch of rooms joined together.
- Maps Index[blaxpirit.pythonanywhere.com]
- Overworld Map[blaxpirit.pythonanywhere.com]
http://steamcommunity.com/sharedfiles/filedetails/?id=325495361