- The minimap needs to be smart enough to (at least mostly) build itself from my level data, without me having to go back and build a big minimap by hand.
- I want to minimize the effort involved -- I neither want to have to add a bunch of meta-data to my maps to give them hints about displaying themselves on the minimap, neither do I want to have to write a ton of code for the build process to make it build the minimap.
- How much detail do I want to show on the minimap? In Anguna, the dungeons were just wireframes of the rooms (which is closer to a Super Metroid-style map), but the overworld was actually just the image of the overworld map scaled down to any extremely tiny size.
|Super Metroid's wireframe map. Robo-Ninja's world is about as big as the "Brinstar" section of Super Metroid.|
(bonus points for those of you that can point to Brinstar on this map without looking it up)
- Find the place in their code where it omits "collision" (actually, I didn't realize that's why my collision layer wasn't getting exported until I searched through their code!)
- Change the command-line utility to take an argument flag to tell it whether to omit that flag
- Compile, test
- Send a message and a pull request to the maintainer, in case they're interested in using the changes.