Alright, I believe I have a few things straightened out. I put my free(and not so free) time in today's classes to doing something useful, figuring out how to set up the map information and the interface. Here's what I got:
Of course I don't expect you to be able to read my handwriting or understand my little pictures... so I'll explain:
- Image files shall be named as - Map 1.png
- Map data files shall be named as - Map 1.txt
- Here is an example Map data file:
You may notice that this looks the same as the window picture on the piece of paper, it is.
With this form of mapping, you put the map number at the top, then continue down with the tile X:Y. You can skip tiles and it will give those tiles just an empty block. Each attribute is separated by a comma. The attributes are:
B = Block
WTR = Warp to right, meaning that when the player moves right from that tile, it warps to a certain map and X, Y.
WTD = Same as WTR but when the player moves down from the tile.
WTU = Same as WTR but when the player moves up from the tile.
WTL = Same as WTR but when the player moves left from the tile.
NPC = Placing of monsters/characters
SPC = Special attribute where you give the number of which special it is.
SND = Sound or music to play.
ITM = Placing an item Item#:X:Y.
STC = Status change, if we go with another idea I have.
Each tile in the .txt file is separated by a new line.
- Now I'm wondering about interface styles. Should we have a bar along the top or bottom that status text is written in? Such as "A putrid smell wafts past your nose". Which would also display what NPCs say. Though I'm afraid we wouldn't have room unless we eliminate a tile row. If this wouldn't work, how should we bring up characters talking and certain events happening?
So I have figured out how to set up the mapping system. I will not need to create a program to help people map, instead they just use a Paint program and TextEdit. I'll post a video of making a map in action later.
-Gandolf