Tile-Based Game Design

  • Rex van der Spuy


The game Escape! from the previous chapter was a good example of how to manage a very complex game project. However, it was a not a good example of how to avoid all that complexity in the first place. Escape! is fine as a prototype, but the code is far too specific to the particular game level for you to easily build new levels. What if you decided that you liked the idea of the game, but wanted 50 more levels of increasing complexity to add depth and replay value? You couldn’t just quickly build a new level, snap it on somehow, and expect it to work. As is, the Escape! game engine just isn’t flexible enough. You would need to spend a lot of time thinking about how to generalize the code to have new levels and game elements fit together like clockwork.


Collision Detection Application Class Game World Game Engine Dynamic Grid 
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© Rex van der Spuy 2010

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  • Rex van der Spuy

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