Chapter 7. Old is Gold!
In this chapter, we will be heading back in time to an era where games were made the hard way, where memory constraints compelled game developers to pick their brains in order to incorporate various features into games without compromising on performance. Among the many techniques used in the good old days, tile-based engines were the most common and efficient ways of developing games that needed to have large detailed levels. To this day, many games still use the same underlying tile-based architecture because old is gold!
In this chapter, you'll learn:
- How a tile-based game works
- How to create a tile-based level using the Tiled Map Editor
- How to implement tile-based collision detection