[DGD] Best method to make a wilderness map
Petter Nyström
jimorie at gmail.com
Sun Feb 19 00:44:09 CET 2012
Sorry, I botched my last bullet. It should've read:
- When a room B would have to be loaded because an object is being
moved there from another room A (e.g. when a player walks around), if
room A has no data that is worth preserving except for the object that
is moving out of it, then instead of loading a new object for room
>>>B<<<, we let room A become room B. This saves us from creating a
lot of new rooms when a player spams across an otherwise deserted
landscape.
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