The Overworld has finally been added!
The Overworld has been added to the engine and thus the capabilities increase.
The Overworld functions on a Component System, every room Tile is known as a Component, A Tile/Component is a 320px Length and 240px Height image of a section of the full room without interactive items.
Each component is connected starting from its origin Component which is located at the far left bottom corner of the full room.
The Overworld has a very immersive camera system that mimics the Undertale Camera, all you need to do is properly set up the Room C Number variables for that room.
Room Volumes are triggers and collisions, to add Volumes to a room go to the Room Volumes Sprite and into its costumes there use your room Component images to provide yourself with a layout to work with. Every separate Volume should use a different costume (You can colour-code them if you want).
You can add these Volumes currently:
CO - Collision Volume (Typically Red)
EN - Encounter Volume (Typically Orange)
EV - Event Volume (Typically Green)
RT - Room Transition Volume (Typically Cyan)
The Overworld Update also comes with a Prototype Version of Encounter ID's. When the Player Enters an Encounter Volume you can manually choose its Encounter ID, The Stats will Change to suit that Encounter ID. (Please note that this feature is subject to change.)
Since the Overworld Update Changes so much of the Original Functionality a Legacy Version was made, this version retains the old core functions and abilities however, this version will no longer be updated (This means that promised Items will not be available.)
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