Game Development Reference
In-Depth Information
We can now consider a few diferent sizes for the iles. We want the iles to be small enough
to generate enough variaion. However, we don't want to make them too small because that
would require all the other elements (iing within the maze) to be very iny and hard to see.
Let's check how iles of 80 x 80 pixels would work:
F 480/80 : It would be six iles wide. That could work nicely.
F 360/80 : It would be four and a half iles high. Oh, but that doesn't work quite so
well. We would end up with half a ile row being cut of.
How about 60 x 60 pixels iles then? Let's check this as follows:
F 480/60 : It would be eight iles wide. So far so good.
F 360/60 : It would be six iles high. Hey, that might work nicely!
Can we make the iles even smaller? Perhaps, 40 x 40 pixels. Let's check this:
F 480/40 : It would be twelve iles wide
F 360/40 : It would be nine iles high
These smaller iles could work too, but they might leave the game character and other items
to be a bit too small. So let's decide on using iles that are 60 pixels wide and 60 pixels high.
Once that's setled, we can consider the design of the iles themselves. What's important in
a maze? What does it consist of? A maze consists of passageways and walls. So we only need
two different kinds of "space". Open corridors through which the player character can walk
and solid walls that block his movement. So we can easily do with a simple black and white
scheme. We use white for passageways and black for walls.
 
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