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Map Format

Map Format

Aiursrage
Yeah · · 1 min read
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I created the map format. Text based because I cant be bothered writing a map editor (for something that will be inferior to an artist created content anyway) , and not crucial for the end result only used for development.

12 20012345678901############0#..........#1#....SS....#2#..........#3#..........#4#..........#5#..........#6#..........#7#..........#8####....####9####....####0#..........#1#..........#2#..........#3#..........#4#..........#5#..........#6#....SS....#7#..........#8############9Where # is a wall, . is a floor plane and S is a spawn location.


For rendering it simple, just place it into ogres static geometry (no problem). For my collison mesh I tried reading the data from the static geometry.

As the map grew in size this become too slow. I started writing an algorithm to batch the collison geometry into squares. After a while I realized it wasnt worth the effort of writing such an algorithm either that or I was too lazy.

The so called collison map.
CellType row, col, colspan, rowspan
COL_MAPW 0 0 12 1W 1 0 1 8, F 1 1 10 9, W 1 11 1 8W 9 0 4 2,F 9 4 4 2,W 9 8 4 2W 11 0 1 8,F 11 1 10 9,W 11 11 1 8W 19 0 12 1

Some screens:
This is an overhead view of the 'map'



Using stock art and some Alice textures until I get some real assets.

Here some shots of the Queen as she is being developed.



MANTRA:
I will for more not ask for help until I have a demo.
I will for more not ask for help until I have a demo.

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