Fable of Griselda - Final(ish)!
Fable of Griselda is done! Or at least as done as it's going to get for the competition. So much code to write, so little time. Anyway, here is the finished game.
Download Fable of Griselda Final
Download Fable of Griselda Final
I just noticed that you broke up the map into separate files for each screen. That seems odd to me. Why didn't you just make one giant world map and have the screens extracted from that? I suppose it's just a style preference but it seems to me it'd be easier to make sure everything stuck together right. Then you could (potentially) make a scrolling mode, tho I don't know why you'd want to do that.
Anyways, great game.
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Yeah, I broke up the maps so they'd map one-to-one to Zelda screens. In the original Zelda only one complete screen is shown at a time, so it seemed like a good idea to make one complete screen my atomic unit of mapped-ness. Some of the benefits are that overworld screens, cave screens and dungeon screens all use the exact same format. The engine doesn't have to handle them specially. Also, doing it this way would make it possible to do things like one way doors (my game doesn't have any, but the original Zelda does) and the Lost Forest where screens just repeat over and over unless you traverse them in the correct order. I wanted to have the ability to do those things, even though I didn't actually get around to utilizing that functionality in the game as it was released. Oh, I guess one other benefit of breaking the maps up was that it made it easy to define information about them in the data.cfg file. But I'm not sure how well I liked the data.cfg file anyway, so that one could be a wash.
One thing I definitely would do differently if I were to do it again would be to have two different types of transitions instead of just the one. The one I ended up with was X and Y grid coordinate on map A goes to X and Y grid coordinate on map B. That works great for caves and isn't too bad for dungeons (since dungeon screen transitions are only ever one point). But it kind of sucks if you have 6 shared points between two maps (think one big empty field attached to another big empty field). If I had to do it again I'd leave the point to point transition but also make a side to side transition. Meaning, the ability to say "The right side of map A goes to the left side of map B. Anytime the player goes off the right side of map A put them at the same Y coordinate on map B, but on the left side." That would have made some of the overworld maps easier to deal with. But it wasn't terrible as it was, so I didn't get around to adding the other transition type.
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