Path

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This article has been transferred from the PureZC Wiki, and may need to be updated.

A way through a Lost Woods style environment. Enabled with a box in the Screen data

Contents

[edit] What it consists of

A path is almost always in a screen in which walking off of one edge of the screen and onto the opposite edge of the screen will not place the player on unwalkable combos. The path consists of four movements, and an escape direction. The escape direction will take the player out of the path, to the overworld in that direction.

[edit] An example path

  • 1:up
  • 2:up
  • 3:left
  • 4:right
  • escape: down
A representation of a working path screen, in which the player will not run into any unwalkable combos upon re-entering the screen:
  • ooooooo....ooooooo
  • ooooooo....ooooooo
  • ooooooo....ooooooo
  • ooooooo....ooooooo
  • .............................
  • ooooooo....ooooooo
  • ooooooo....ooooooo
  • ooooooo....ooooooo
  • ooooooo....ooooooo

Key:

o = unwalkable tile, such as a tree
. = walkable ground

[edit] Potential problems with paths

[edit] Escape direction used in path

when a movement in a path is the same as the escape direction, like in the following path:

  • 1:up
  • 2:up
  • 3:left
  • 4:right
  • escape: up

The path will be impossible to complete, because when the user goes up for the first step in the path, they will exit the maze. It is important to make sure your paths work, or else you won't be able to ever pass them in the game!

[edit] Misalignment error

Another big problem with paths is a misalignment of tiles on the opposite sides of the screen.

A representation of a bad path screen, in which the player will run into unwalkable combos upon re-entering the screen:
  • ooooooo....ooooooo
  • ooooooo....ooooooo
  • ooooooo....ooooooo
  • ooooooo....ooooooo
  • .......................ooo
  • ooooooo....ooooooo
  • ooooooo....ooooooo
  • ooooooo....ooooooo
  • ooooooo....ooooooo


Key:

o = unwalkable tile, such as a tree
. = walkable ground
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