[The better way to] Atari/NES-like camera

Greetings everyone! Despite facing some personal problems, it’s always great to be back in the Godot community.

I’m currently developing a JRPG (or turn-based RPG) inspired by FAITH: The Unholy Trinity. My primary goal is to create a seamless interaction between the map/background, incorporating a transition effect similar to FAITH’s or something reminiscent of the 1986 The Legend of Zelda.

This brings me to my first hurdle/question:

Is it better to divide the map into smaller nodes and connect them with a transition effect, transporting the player from room “X” to room “Y” upon contact with a specific screen edge [as shown in the image right here]?


Should I create a large map with a fixed camera that “flips” when the character touches the edge?

Of course, I’m considering factors like practicality and performance… As a beginner, I’m actively learning through reading and watching tutorials.

Plus, I received some valuable advice in a post where I inquired about pixel art (thank you, powderedespresso!). While it’s not directly related to my current question, I’d love to find more books like this, that can aid my learning journey. Unfortunately, due to the current exchange rate, and given my current financial constraints, I’m heavily leaning towards leveraging less expensive or freely accessible alternatives.

Thank you very much in advance for your assistance!

Both approaches could work, but lots of small scenes is probably better (easier, faster) than one big scene. Especially if you want monsters to respawn when moving from one screen to another, like they do in Zelda.

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The idea was actually to have stationary/scripted enemies. Thanks for the feedback!