>>38770050Just got back from work.
>How does that even work out?Barely, that's how.
For example, when they "moved" from a tiled grid system to free movement, they actually didn't.
Everything actually still runs off of the exact same grid system they had in generation fucking one.
What looks like "free movement" actually isn't as far as 90% of the game's code is concerned.
Ever noticed weird little quirks in the overworld in gen six and seven, like colliding with something that you shouldn't be colliding with, or weird places where it looks like an enemy trainer should see you but doesn't?
Lot of people write it off as bad collision boxes, and that would be believable, but no.
It's because collisions and encounters and such are still controlled by the old tile system.
The whole "3D free-movement overworld" is pretty much just a display system. It is a veneer cheaply taped onto old and decrepit code.
This is also why routes and towns are so pathetically small and lacking. This is also why you still have to go through those retarded "gate buildings" that connect particularly large routes and towns.
The game is still using a map loading system from fucking 1996. 50%+ of the actual code in even the newest games was written in 1996. The only things that have changed are art assets and some model rendering shit added in.