I’ve recently come back to an old passion project of mine, it’s basically a MMORPG
The reason I’m here is I’ve been trying to make areas within the game, imagine something like a plains area which is separate from a snowy area. These separations need to exist so it’s easier to optimize aspects of the game in the future.
With making areas like this, especially in a RPG, I have to things like a title upon entering said area, and other specific interactions, however the problem with my approach is that I can’t overlap my already existing areas. Here’s an example of what I’m trying to accomplish: I need to make these overlapping area bricks properly indicate to you that you’re in their area, without rapidly cycling between other overlaps
I tried to come up with some sort of system to allow for overlapping areas, and I think I DO have a solution, basically each area will have a priority value stored somewhere, and then all that’s needed to be done is compare if your current priority is lower/higher than the requested one, which would allow for the area brick with highest priority to be interacted with, ignoring the rest.
The problem with this solution is that I need some way to either store, or know when multiple touch events happen between the character and these bricks, and so far this doesn’t seem possible from what I’ve tried, I could only think of queueing up requested area events, but this would just make the experience needlessly laggy because these checks/queues would be ran every physics frame and on the server instead on the client (it’s important that we can guarantee the character is in the right area, or else unwanted events could activate for being in the wrong area.
Apologies for the super super long explanation I couldn’t find a better way to cover what I’m trying to accomplish, and if this isn’t a good solution, I would like to know of any less redundant or less complicated ways to solve this ^ _^