by mrmmaclean » Thu Nov 25, 2010 2:21 am
Sajt, thanks for the warning but the ability to have random level generation during play calls to me and I cannot resist its siren song! (a little hyperbole but honestly I do appreciate your wisdom on the matter) I have already assumed it's going to be a struggle.
qbism, I hear you on the faces disappearing, it looks just plain ugly, but I thought there might be some kind of solution there. As far as your suggestions go, those are some great things to consider. The remove skip is a given, but I have been torn on the larger pieces versus, say, 64x64 tiles, a la 2D tile scrolling engines.
andrewj, I wasn't quite aware of that fact and thank you for pointing it out. I'm totally stoked to see what you come up with in your own project, good luck!
FYI, I'm going more a rogue-like/dungeon crawl route with my project, using the quake side of things for the visual aspect and the Flash side for most of the game logic. I'm using qbism's Super8 engine with a few hack built-ins to make QC variables accessible from Flash and vice-versa (hack is the best way to describe it because there's really no error handling in the matter) and also a function that allows Flash to add strings to Quake's command buffer. So, I can have a button in Flash that changes the map, for example. I can also save any values I need in Actionscript 3.0, so things like having multiple exits/entrances between maps is easy to handle. Nothing is really finished but I'll share the code if anyone wants it, what little there is anyway!