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Chapter 7. Tile-Based Worlds

Introduction to Tiles

Top-Down Tile Creation and Management

Adding a Character to the World

Externalizing the World Data

Points to Remember

You have probably noticed that many games in a top-down or three-dimensional view tend to have a large map (an area that defines the world of the game). It would be a tremendous amount of work for a graphic artist to create every scene in the game without being able to reuse any visual assets. Luckily for the graphic artists (and, as we will see, for the programmers as well), the concept of tile-based worlds can make game creation much easier. In a tile-based world, we can reuse all graphical assets and also assemble worlds with code.


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