Map Structure / Battle system for 2D Zelda style RPG

Hi guys,

Just looking for some advice and thoughts on map structure for a top down RPG.

Id like to build maps of varying shapes and sizes, rather than just squares of all the same size. Would it be possible to create map bounding for the camera to accommodate this would I be better off sticking to the square format and using trees / impassable objects to block players from areas of the map that aren’t necessary. At the very least I’d like to be able to have the map bound to a variety of map sizes.

Also with a battle system, would I program this in a seperate scene, and load the scene with different variables for enemy etc each instance of would I be best keeping it all on the world map?

Thanks for the time,
Josh

You’re still better off using squares/rectangles for map and mark certain tiles as ‘non existant’ to get any shape you want. Beware if you are using different size/shape maps that joining them together is going to be a mess, thats why it’s usually recommended to have one size. You can just use enter/exit points and then it’s not an issue.

Dont have too much experience with multiscene environments, but from what i have dabbled it gets quite messy quite fast if you try to have them talking to each other. Would probably stick with just one scene and seperate by different parents if needed.