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Question by Spider_newgent · May 16, 2017 at 09:29 PM · isometricarchitecturetop downstructureadventure

adventure game structure.

It seems there aren't many tutorials out there on how to approach the framework/architecture of a larger project. I'm happy with how to handle movement, pathfinding, dialogue, inventory and so on, but my last project, (point and click adventure) fell apart when handling scene changes and loading/saving.

I'm now looking to make a top down adventure game, set in a small village where every house can be entered, inhabitants spoken with, some items collected and so on and don't want to cause myself unnecessary problems.

How would you structure such a game?

Would you have every room as a separate scene and save/load the game state when transitioning from one room to the next, or have several rooms widely spread out in one larger scene?

Also, are there any other pitfalls to consider?

Thanks

Dan.

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avatar image jmgek · May 16, 2017 at 09:36 PM 0
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To be honest this is not really am easy question to answer as there are a million ways you can choose to create a game, we can't really give you the formula on how to create it, We can give advice on the parts you want to implement.

I'm now looking to make a top down adventure game, set in a small village where every house can be entered, inhabitants spoken with, some items collected and so on and don't want to cause myself unnecessary problems.

~I would start with creating characters first then, worst case scenario if your project is left un compleated you can sell them on the Asset store,

As for your one question: Would you have every room as a separate scene and save/load the game state when transitioning from one room to the next, or have several rooms widely spread out in one larger scene? You would want to have multiple rooms as a general practice, scenes can get messy quickly, you would want to look at level strea$$anonymous$$g : http://answers.unity3d.com/questions/14158/strea$$anonymous$$g-support.html

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