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Level/Camera strategy for 2D shooter / runner?


ChubbRck
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Hi all, 

 

I'm interested in building a 2d shooter or runner game (think Gradius) where the levels are designed ahead of time.

 

That is to say, the platforms and enemies would NOT be procedurally generated, but rather part of a scripted level.

 

My plan was to give the player a positive x velocity, moving him/her to the right in a long world (currently 6000 pixels wide) and have the camera follow him/her, and literally have enemies and objects waiting at predefined positions.

 

Basically I want to know, is this a reasonable way to build this type of game?

 

I'm wondering how big can the world be (roughly) and how many objects can I pre-place off-screen before I start to run into performance trouble. 

 

If this is a concern, what strategies can I use to mitigate it? Off the top of my head I'm thinking I could pool objects or not render/run enemy routines until they are on-screen. 

 

Thanks for any thoughts you can provide.

 

Nick

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