I am thinking of making a new “world map” for my game. Previously the levels were chosen from a level select menu. I am thinking through optimization challenges.
Previously, each level had a “level preview”, which looked nice, but ended up with well over 70 screenshots in the game, and I think this was a key cause of the menu loading slow and the game booting slower than desired on some older platforms like Xbox One. Screenshot below of the current menu.
So, with the world map, I want to avoid the same problem. The new format I am thinking of is (quick reference images below):
Mode select screen, ie, pick a cluster of worlds that are different game types (classic, beginner, ice sliding, etc)
World select - once you’ve clicked a “mode”, camera zooms in on those worlds, still on the same scene. Then you can pick a world.
Level select - once you’ve clicked a world, camera zooms in on that world. Each level is basically an island in an underground cavern. Select your level. Still have a level preview, but instead of a screenshot, it’s a mini tilemap where abstract tiles, ie, white tile means empty, red means obstacle, and that represents the level layout. And I have a different mini tilemap stored for each level.
So, in short, all of the worlds and their level select screen would be on one big tilemap. And I could zoom in and out at will. Would that be fairly optimized, since it’s all sharing 1 tilemap? Compared to having a menu that has to load 70+ screenshots for level previews?
I guess I could also make each “world” a separate tilemap to flick on and off as well if that would be better.
I’m not sure if there are good and bad ways to handle the different tilemaps for the previews, considering I will have over 70 of them, or if they’re so small (just re-using 5 or 6 tiles) that it’s not an issue? Would having all the different tilemaps as children be fine, and flick them on and off?




