Napivo1972 said:
Too bad you are going the c# way. Id be able to help if you would use VB. Oh well
Well, don't forget that .NET is a crossover language plataform, meaning that, (for example) a VB DLL can be used by C# language and vice-versa.
I have a little tip for you
If you design the engine use a dll to explain to your engine what different tiles you have doors, stairs, traps, exits,... and how they should react. This way you can change the entire gameplay by creating a new dll.
Do the same for players, NPC, monsters, magic weapons,
Well, games engine will always scan the tile in which your going to move, this is the very first step. And, since the user can customize tiles I cannot fix them to a .dll. The tile configuration is currently being stored in isolated .txt files. Let me explain to you a bit of how the engine plays:
Imagine that you have a 100x100 tiled map, which actualy correspondes to my String Array Var of [100,100, 5], the "5" is the number which controls several things. They are as follows:
-[x,x,0] = the configuration of the first graphical layer...
-[x,x,1] = the configuration of the second graphical layer...
-[x,x,2] = stores 1 / 0. Which informs the games engine if the tile has been already revealed to the user (kinda fixed fog of war like most strategy games play)
-[x,x3] = the events of the tile. It triggers things like, text, creatures, entering a city, dialogs etc...
- [x,x4] = the properties of the tile. Like, if it can be walked throught, energy cost to cross (if walking on day light on a desert thirsty and fatigue can be properly configurated by the user (map designer)), time to cross (if walking on a dense forest time to cross will logicaly be greater) and temperature (which will have effect on the player's characters thirsty rate, having a cold, fatigue etc.
So, imagine that you step on sqaure x12,y67 from the 100x100 grid, this is what will happen internaly at the game's engine:
1 - [12,67,4] = Checks if the tile can be walked and computes its properties
2 - [12,67,2] array variable will be checked and reveal the apropriate squares around the players current position.
3 - [12,67,3] will trigger the events based on what was previous defined. Let's imagine that the associated event had a 100% of being triggered on that tile and that was a text event which would describe the following:
"As you aprouch the desert you see a young man running towards your party. He turns at you and screams without stop running: "Go back! Don't walk into the desert! That place is filled with desert Orks!" The man then rushes himself into the forest..."
Event's are stored in independent in Binary files in the games editor and then joined and linked up on some var in when compling the games editor project to be executed...
I which I could have more time to speak more about it. Anyway, join me at msn this night at about 21:00 (GMT:00 Lisbon/England) . If you like we can tlk more about it and swamp impressions...