Yup. Got it now. I've devised a 16 point maze - not really a maze, because there's many ways through it, and when you've solved it, you can go straight to the end next time you play. Each point in the grid, let's call it, has its own ID lights, and a different set of scenery around it, viewed from the junk. There are ten positions on the junk, bow, stern, facing various ways, and there is a different scene visible from each of these junk scenes, depending on the ID of the current point in the grid.
So... the scenery is delivered by sprites rather than background, and the 160 possible visible scenes are reduced to ten with different sprites at each location.
Each point in the grid indicates the adjacent IDs and the navigation system allows the player to move to whatever ID he favours.
It's quite a lot of code, but it saves masses of scene files. Instead of 160 scenes, we have just the 10 on the junk, the background sprites being imposed on an empty sea/sky.
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