I’m making a 2D platformer RPG - if I follow through, it should have many 10s of levels. Right now, I’m just making the levels in the Defold editor and loading them using collection proxies via the loader pattern. On some reflection, I’m pretty sold on the collection proxy strategy - very clean and clear code, and my resource usage per-collection is modest so I’m not concerned with optimization.
Storing the levels as straight-up JSON makes sense (isn’t that what the collection objects already do?). It also makes room for procedural level generation and simple updates from a remote server. Or are you suggesting building a small declarative language for level geometries on top of Defold’s?
Also, does your suggestion to use the JSON directly hold if I’m placing collision objects manually rather than using those generated automatically via the tilemap? Furthermore, is there a best practice for using CO’s or tilemaps when slopes are involved?
Thanks very much for the help, sorry for the scope creep on this thread - this info is good.