Soo, over the last two weeks I've been tinkering on the terrain/map rendering code.
Getting a feeling that I'm doing things wrong, trying to optimize everything before it even becomes an issue >_<
I've come up with several rendering schemes: one with an array of tiles that is updated and wrapped around the visible part of the map, another where the chunks of the maps are generated as separate pieces and then rendered and a third one where I tried to combine the two.
Basically the issue is that I need some tiles to be drawn over the other so the tiles have to be drawn in the correct order.
Currently I'm using the second method. It takes at most around 6 ms to generate one 16x16 chunk with 2 layers of tiles and then the rendering takes up to 0.6 - 0.7 ms per chunk, which is quite a lot, since rendering all the chunks for 800x600 screen will take up to 10 ms or so.
Well, I guess optimising will come later, cause I'm tired of this, wanna get to the fun stuff sooner XD
Anyway here's a screen
(Note: the tiles are placeholder and the the view is 2 times bigger)
Okay boring stuff away, I've been thinking about other part of the game a lot too! :D
There's gonna be lots of complex generated locations (cities, pyramids, dungeons, villages), dynamic events and a random dynamically driven story (well not exactly a story, but every choice you make will affect the entire progress). Monsters, Weapons and some items will be semi-randomly-generated: Every monster will vary in the stats, logic, skills and so on even among the same of it's kind; Weapons and some items are going to be modular and will have attachment slots too (for enchantments, seals, augmentations and so on); "Furniture" (basically workbench, table, furnace and so on; stuff you place that's not blocks) will have upgrades. The player will have skills and spells. Skills are stuff like double jumps, wall jump, kick, strike, slash and so on will be activated with a button combination (like in fighting games) and spells will be, well, spells
You'll be able to immediately make some stuff, while other will require recipes that you learn from NPCs or find in the world.
And that's not all the ideas I have prepared
Moreover, I'm pretty sure I'll be able to implement most of them too
Okay on the last note some undecided stuff: I'm still not sure if I want to use box2d for physics or not, since it seems to be fairly efficient. I might implement physically based animations too, if I use it. Design-wise I'm still not sure how to mix magic and technology in the game. It feels like I'm trying to mix the past with the future >~<
And oh yeah, I forgot to mention that originally the game was going to be called This World Is Random, TWIR for short, but I'm not sure I like the name anymore