
Video Game Blog
June 19, 2019
Okay, it appears that the spaghetti code is cleaned up. Let's see what bug pops up its little head later on though!
Before I decided to work on the spaghetti, I had added a graphical representation of a completed "internal link". Here's a screen shot of a link to the point shown as a city icon. Notice the arrows that are now on top of it. This arrow only appears in the development process. During game play the User will never see it.
By default, mid-map internal links will be invisible to the Users. Going off the edge of the map is understandable that there must be another map to cross over unless the edge of the map has no linking, therefor, no more maps.
Scenario developers, when they make their maps chose to put map icons there to represent something - in this case, a town. Locations that have a 'marker' on the map will automatically drop down into what ever map that the link will take the Avatar. Other internal links that are "secret" are left unmarked and up to the User to drive their avatar over that location in hopes of finding it.
Of course, from a game-rules perspective, the "secret" locations will only be revealed if the Avatar makes their Observation roll for detecting hidden features.

The next, immediate set of code needed is the loading and saving of the link data. Shouldn't take much to get done.
