Short intro: I'm making an
RPG editor that allows you to create your own 2D RPG in Flash.
Currently I have simple tile-based movement (really restricted to tiles), but I want to go to pixel movements to support making Action RPGs.
Now there are 2 possible ways to go forth:
1. Handle collisions and movements with Box2D (physics engine)
2. Implement my own movement and collisions
As I currently see it, Box2D has the following advantages:
1. Don't have to implement vector movements or collisions myself
2. My users (=game designers) can tweak the values to customize the gameplay feel.
3. Easy to extend my game editor to other genres (because of the more generic solution)
Disadvantages (or uncertainties really):
1. Can Box2D handle collisions inside a huge tilemap? Tile collisions are static objects, but still might require a huge amount of them for big tilemaps.
2. Can Box2D simulate old-school movements? Without too much damping? Might require a lot of tweaking.
3. Weird physics glitches where objects start acting strange.
4. Pathfinding might become more difficult to implement.
If I would just make an Action RPG game, I would go for implementing it myself because of the total control (and still not that hard to implement yourself). But since I'm making an RPG editor, Box2D brings a lot of advantages like tweaking options and future extensions. Plus using Box2D is a more generic/modular solution.
Anyone got any experience with Box2D that can give me some hints? To get an idea on how I want the game to feel, see Hyper Light Drifter footage:
If I would go for the Box2D option, first thing I would test out is see if I can get the right feel on moving the main character.