[Map] → [Map Summary]
The [Map] is the foundation of games. It functions as the “stage” upon which the characters navigate, events happen, and battles occur.
In this software, the game world (from world maps to streets, dungeons, and interiors) is defined through the use of maps. The combined data that makes up a map and its settings is called the “map data”.
Map Structure
·Although a game map would appear to be a single picture, it is actually a collection of graphics (mountains, water, grassland, walls, etc.) assembled like a jigsaw puzzle. The smallest unit is called a “map tile” (tile).
·The map is comprised of 2 layers (upper and lower) and each has a different set of placeable tiles. The “lower layer” is used for placing terrain such as sea, mountains, and dirt, while the “upper layer” is used for details such as buildings, treasure chests, and characters.
Map size and movement
·A single map can be set between a minimum of 20 horizontal tiles x 15 vertical tiles (the size of one screen in the game) and a maximum of 500 horizontal x 500 vertical tiles.
·The number of maps is unlimited as long as hard disk space allows for it.
·On the actual game screen, 20 horizontal x 15 vertical tiles will be displayed at one time. On maps larger than this size, the displayed area will move around with the controlled character at the center. This is called “scrolling”.
·It is possible to link the left/right and top/bottom edges of the map. In this manner, it is possible to represent a world much like a sphere. This is called a “loop”.
·Using events, characters can travel between maps. When a specific point on the map is reached, the player will be moved to another map, giving the impression that they are connected. For example, the world map and a zoomed in version for cities and streets can be created as separate map data, and by using transfer events to join them, it is possible to create a world that exceeds the size of a single map.
Parent maps and child maps
·Multiple maps can be managed in nested levels (tree format) as if they were Windows folders. The map higher in hierarchy is called the “parent map”, while the map lower in hierarchy is called the “child map”.
·When maps have a parent-child relationship, the parent map's BGM, battle background, teleport, escape, and save settings are applied to the child's. This reduces the effort required to apply the same settings to maps that are part of the same location in the game.