#Looking for information on how to go about creating 2D Map Chunks for a Metroidvania

7 messages · Page 1 of 1 (latest)

quartz quest
#

Okay here is the idea.

Each room will serve as its own "Scene", or "Chunk". I load 1 room at a time, which include 1 camera tailored to that room at a time. However the full "map" itself for that particular zone is larger.

I need to take this approach for my game to generate a world map out of this... The idea is I would have a Mini/Map camera that looks at my 2D world with the sprites I allow it to see and only shows rooms the player has discovered. The more I research into this the best way just appears to divide my large zone into "chunks" (rooms) and when a chunk is loaded display whatever the overlay that I want my map camera to see.

How should I go about this? Is there a general tutorial / guide / ready made tool to assist me with this?

lapis falcon
#

There are a million ways to do this and which way you choose will be largely dictated by your specific project details.

Here's some of the ways that would work:

#

you could make each room a scene and just change scenes when the player walks into a new room

#

you could use placeholderinstances so you could assemble the entire map in the editor and them load the placeholders when the player gets close and unload them when the player gets farther away

#

you could just load everything at once and use a mask to hide nearby rooms

#

TileMapLayer has built in chunking, so if your game is tile based, you could use that

quartz quest