THOM wrote: ↑Wed Feb 06, 2019 12:38 am
What are your maps filled with if only a few squares are reachable?
To be more precise: I have seen maps that represents a forest - and so the modder filled the whole map with trees. But if the party can only reach a few spots on the map it is not necessary to fill everything up. The performance can went down to almost zero and the player can't see, if trees are there or not...
Not every map is like that offcourse, but some maps are simply a detailed world. It's hard to explain. For example my town has elemental towers in the 4 corners. To reach them you go in the small castle up the stairs and end up outside high on those castle battlements/walls that lead to the base/door of the towers. Meanwhile a nearly identical copy of the town is down below you to gaze upon, but it's not the actual town map. More a simplified version of it crammed in the 32x32 size.
Big landmarks like big towers can be seen on adjacent maps in the distance etc... I'm not going to show anything to make sure I will not ruin the surprise.
Instead of tiled walls, many walls are actually objects with a bunch of stuff crammed into it.
https://ibb.co/MSHqbS3
Or simply maps with many rows and columns at the outer edge dedicated to an evergrowing detailed foliage spectacle instead of a boring forest_hedge.
My mod currently has 0 performance loss chugging away rocksolid @ 60 fps on an old backup computer that has barely the recommended specs of log2.
The only map that does have some performance drop is a winter map where it's heavily snowing

and that's because it's an old computer.
My guess is when version 1.0 is done I'll be roughly sitting at 100.000 lines for the base game. After that I will expand future versions with more maps, quests, dungeons, more crafting possibilities and expanded shops.
The mod is modular and open for expansion for many more maps, dungeons and features without breaking the base game.