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I guess you have two options: 1. Render more angles, 12 or 16. If you create your asset in a 3d program you can create it once and render many angles in no time. Only limit is the texture size. I guess 12 sprites are enough. Splitting your sprite in two parts allows you two animate the curves in a smother way. However you still have the problem that there ...


1

Well I am definetely no expert, But I have read somewhere, about someone rendering a 3D object and displaying it in 2D on the screen. This way you could even rotate the camera!!


1

I assume that you're asking because file sizes would be too large to make copies of your SQLite file for each "new game", so I don't believe you have any alternative. Otherwise I'd say just copy that original game state and alter it directly. You may consider the idea of firing a sort of OnLoad() event whenever a new area is visited. It could check the ...


1

Probably the cleanest way of doing this is just to explicitly store your entities as classes: class Entity { Room location; bool isDead; ... etc. } And just store a flat list of all your entities in the world. List<Entity> entities; You can also store, for each room, a list of entities that are currently in the room: class Room { ...


2

You could define how these would affect the character and add flavor text. If you group them into something like biomes, you can randomly select a few at a time for each battle depending on where the battle takes place. For example, if you has just two attributes - Offense and Defense: "Rocky Biome" : { "Rock : { "Take cover behind rock" : { ...



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