


But that makes referring to a specific map difficult. So to create all of the rooms, I have a nested for loop creating a series of ds_maps for each room. I'm only recently branching out into more complex systems like this. Or is that super dumb, cause I honestly don't know the best method. The reason I was going to do this was because I didn't know how to store the information about a room - what objects broke? where are the corpses? what items were lying around? However, would it be possible / make sense to continue to use data structures to store all of the information about each visited room? To make backtracking possible? Originally, I had planned that as you progressed through the game, past rooms would become inaccessible, forcing you to move forward. Then as you move from room to room, the information would be accessed. At the start of a game, the entire map would be generated. What do you think is the best solution for all of this?Ĭlick to expand.So yes, this information would be accessed very rarely. I don't really know enough about any of this, which is why I'm asking you guys. So I thought, why not just store my DS Grids in a memory buffer? To which the answer is. But a DS Grid is stored in memory, so it's prone to leaking, getting messed with, etc. But I wanted something more coherent, so I opted to start working with data structures.

How do I organize all that information?īefore, I just had nested "for" loops running through each cell, saving arrays for each piece of information. I have to keep track of the information for four doors, the basic structure of the room, the pre-made room slotted for that space, the biome of a room, and more, if I feel like it.

The main problem is that Game Maker is stuck at 2D arrays, so I'm having trouble storing complex information about a room.įor example, each room has four doors that can be opened on it. I've already got it working, but I'm trying to make it more streamlined. So I'm making a randomly generated Metroid-style map on a grid.
