Battle Screens in Design Philosophy
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Currently I have a Larger RPG project on my workbench, slowly coming together. The battle system is turn based and will require a custom battle screen for player groups to fight monsters (or each other) in. My first idea was map-instancing where we simply copy the small battle map onto a new z-layer. Several battle maps could be loaded onto a single z-layer before another one would need to be created to house more, but once they aren't in use anymore, they are deleted to conserve memory, of course. My only concern is efficiency. The most I really expect at any time would be ~20 battles at a time, if my project happens to be likable. I've seen battle screens done in client.screen, but have heard such awful things about latency and whatnot, but my concern is that the overhead generated by constant map-area creation and destruction might be too much for a general server to handle.
I would like to know if my map-instancing solution would be more efficient than a client.screen based one. Or if there are any other solutions that would work the same and be just as/more efficient, I would like to hear those too.
Thank you in advance for any feedback given on this query.
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I've made my Pokémon Demo by the two ways you've said. (Client Screen with multiple maps and Z-levels). I just have the Client Screen demo if you want to see capabilities (http://db.tt/1gFDmDQK). And it isn't Multiplayer, i've had that planned to stress test.
On-Topic: Well, i think map-instancing would be better. People fights in that Z-Level and then leaves it, but instead of deleting it we keep the level so others may use it so we don't create needless Levels (Unless the other ones are full).
I hope you understand.