Im thinking of making a dungeon with 100 floors. is there a maximum number of floors that you can have and can you you have a new map for every floor?
Dungon 100 floors
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You can have a maximum of 999 maps. Keep in mind if you have, say, a store which is a separate room, that counts as a map as well.
So I don't think 100 floors would be a problem, as long as you don't have more than 899 other rooms. -
Note that a map can be 500x500 so you could have multiple floors on a single map.
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okay, thanks for your help.
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Star Ocean had a neat way of doing it, just like what Tsukihime suggested.
They had each floor have many sections (rooms), with warps to the next floor. I think the dungeon was like 200 floors or something.
So you could have one floor, but have the map large enough so that you can fit more floors on the same map (in or out of view of the player), and transfer to them. That way, you can do say, 20 levels with five 'floors' on each level instead of 100 separate ones, and also save on your 999 map limit. -
Wouldn't 1 really large map be really laggy, while 5 smaller maps would be less so?
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the lag from maps depends mostly on the number and type of events on them. But of course larger maps usually have more events (simply because they have more place for events), so the risk of lag is greater there.
But because we're talking about a few hundred events, maps can be larger than 20x20 without problems. I think any reasonable (that means not excessively filled with events) map of up to 200x200 can be played on... -
My world map is exactly that size (200x200), but since it's the world map, it doesn't have a ton of events, mainly transfers to other maps. It doesn't seem to lag at all.
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I'm going a different route myself. I'm gonna have a side quest(have you ever played Lufia 2, well basically an Ancient Cave kind of thing, which is also a 100 floor dungeon), where the map for each floor is created from smaller modules pulled from a pool of only like 66 or so map.
When you first go into a doorway(to enter the next room), it transfers the char to a random room, then the room gets fixed/locked in place through the use of switches. Making the system know what room you came from(and the info not being lost, when going through mass amounts of rooms)is a bit tricky, but I figured out a way more or less.
However I'm working on a more efficient way to pull it off, with the use of common events, and probally region coding(since just using a autorun looks likely to be very messy), so I'm still fine tuning the method, but you can potentionally make millions of different maps, with having a microscopic fraction of that many maps in the actual project. Also if a player is meant to be going through a dungeon over, and over again, this fixes the problem with the player getting bored, since the dungeon is always different, so that's another huge benefit for such.
Once I work this out, It's gonna be epic. I may even decide to make all optional dungeon maps random(although each dungeon will have their own pool of modules to pull from, this way each different dungeon will have its own style, and such).