Make your map size flexible. Harken back to Super Mario Brother 3. Some worlds were very tall, some very wide. Some were just one screen (think inside pipes). You shouldn't limit yourself in any arbitrary way.If I happened to be putting together graphics for a platformer, what what should the dimensions of the world be?i.e. how large is recommendable for a map?
"Exactly as long as I want it to be"I hate to say it but that is pretty much asking how long is a piece of string?
I know. It's a common interview question, I gave the commonly recommended answer.I meant it's a kind of question with no definite tangible answer like the string question. A piece of string could be 2 inches, a foot, 27 miles or even 12 parsecs long. I was basically saying as long as you like without being absurd, like a level thats 2 hours long.
But his point still remains valid as you should never limit yourself _before_ you start working on the game.I know. It's a common interview question, I gave the commonly recommended answer.
Which, interestingly enough, also applies here to level design
YMMV - I prefer san andreas to every other GTA game just because the level does not consist only of city, but also of "boring", but beautiful woods and "boring", but fun to fly around in deserts. Of course, that doesn't really translate well to platformers.Think about GTA San Andres, clearly someone said before development had started "We need to make the world 3 times bigger than before", now half of it ended up empty and pretty boring.
Assuming 16 bit colour, that'd be enough for a million 8x8 sprites, 1000x1000 tiles. Scrolling around a giant layer is not a very good way of doing it though, it's long to load, long to display, and doesn't leave a lot of room for anything else in memory.Redefining the question a bit:
assuming i load every tilemap i need at level loading time using an sdl with layers style rendering system, how much textures can i load?
I'd say 128 megs of textures and arrays of data would be cool. keep some memory free for the OS and for some other random library stuff you want to do.
if you stream your textures depending on player position, there's no limit.