I’ve spent the last seven months or so working on the engine for a game similar to Terraria and Junk Jack. Making such a thing work required finding a way to 1) handle very large tile maps 2) dynamically generate terrain with perlin noise and 3) save player modification to enormous tile maps on the fly. It occurs to me now that at least some of these things would be useful to other developers, particularly people working on RPG’s with large overworlds.
“Million-Tile Engine” is my extremely creative and original name for the engine. The main limiting factors are device memory and the number of simultaneous onscreen tiles. The engine couldn’t care less whether the tile map is 40 x 40 or 1500 x 800 tiles, so long as it has the memory. Both will render smoothly. 1100 x 800 and 1500 x 800 are the sizes I’ve been working with on the iPad 2 up till now. Everything is written in Lua.
Running in the simulator:
http://www.youtube.com/watch?v=mNMxUarjTGk
http://www.youtube.com/watch?v=7BUBZLHOF1Y
http://www.youtube.com/watch?v=DJsHMH2eJyE
Running on an iPad 2:
http://www.youtube.com/watch?v=-oEPuqDZWWE
I’m hoping to sell this for $30-$50, something in that range.
The engine isn’t ready for sale yet. I’m working to make it more user friendly and adding support for maps made in Tiled. Unfortunately I have not made extensive use of Tiled up till now, so I’m not sure what kind of functionality people are looking for. Any suggestions would be appreciated. If people have Tiled maps they can send me to test with, that would be very helpful.
What other features would you be interested in? [import]uid: 99903 topic_id: 32457 reply_id: 332457[/import]