P
psychoanima
Guest
Hi guys,
I need a really good strategy for my first stage of prototyping. My level is huge, has many locations. Because it's slow-paced adventure game, player will go from location to location in classic point and click adventure fashion: player click to open the door -> screen goes black -> player is inside the bathroom. So, there is transition between locations.
With that in mind, I don't know how smart idea is to have whole level into one GM room? I think that parts of the level should load the moment when player decide to go there. When player leaves the place, that part should unload from memory. Or there is better approach to this, I don't know.
If I place whole level into one GM room, probably It will be easy for me to code and "see" things, but I don't know what's going to happen with the memory resources.
Do you have any advice or strategy how to make things right in this process?
I need a really good strategy for my first stage of prototyping. My level is huge, has many locations. Because it's slow-paced adventure game, player will go from location to location in classic point and click adventure fashion: player click to open the door -> screen goes black -> player is inside the bathroom. So, there is transition between locations.
With that in mind, I don't know how smart idea is to have whole level into one GM room? I think that parts of the level should load the moment when player decide to go there. When player leaves the place, that part should unload from memory. Or there is better approach to this, I don't know.
If I place whole level into one GM room, probably It will be easy for me to code and "see" things, but I don't know what's going to happen with the memory resources.
Do you have any advice or strategy how to make things right in this process?