I'm currently building an engine that's supposed to mimic the old GB Zelda games - Link's Awakening, Oracles - and I'm trying to figure out the best way to go about this. What happens is that the screen remains static until you run into the edge, when it then moves and focuses on another screen. It does this for the entire overworld, which is laid out like a very large grid. (Had a YouTube link to demonstrate but the forums killed it, so... I hope that description made sense!)
My question is less about how to accomplish a screen transition that looks like this and more how to handle a giant world map. I could, theoretically, build the entire world map in one layout and just have the camera move on scene transitions, but I feel like that might not be optimal, especially if the world map ends up being really large. My other idea is to store all the data for tiles/enemies/NPCs in code somehow, and do the transitions that way, but I'm not sure how I'd go about doing this.
So - will having a really large world map with a large tilemap in one layout give me problems? And, if so, any ideas for how to start thinking about doing it the other way? Thanks guys.