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One or many scenes?
So I'm making a bunch of cave levels with are all connected and I started by making a scene for each, but is that really the best way of doing this when your scene is basically 1 or 2 screens wide at most? Here is a picture of one of the scenes which is roughly the size of the cave levels. I could easily have 50 in one scene and just move the character like I would between scenes, but would that be too much? The game planned to be a browser rpg.
If you have an idea I havn't mentioned then please let me know, thanks!
Answer by Finn_C · Aug 13, 2021 at 02:18 AM
First of all, beautiful scene, I love the style. Second of all, like @kittymuffin said, it really depends on the size of the scene. Going from one scene to another can just lead to unneeded CPU and lowered ping and frame rates, so it's usually best practice to only switch scenes if you're going into a larger portion of the game. So if the caves are small, then you shouldn't worry about switching scenes. If they are large, then you might want to consider switching scenes because having too many objects in one scene can also put a strain on the CPU. The short answer is: it's best practice to make new scenes for big areas.
Answer by kittymuffin · Aug 12, 2021 at 07:12 PM
I would say that it depends on the size of the cave rooms. If all of the cave rooms are as large as this one, then have separate scenes, but if the rooms are small, then group up multiple rooms into the same scene. I'm not sure what's best for optimization though, if you're looking for that.
Answer by HAJFAJV · Aug 12, 2021 at 09:29 PM
I thought this was a small room, it's 35x15 32px tiles that includes some of the black tiles 16800px in total. The scene that leads to these caves is 2.400.000px, hmm :D
Answer by rh_galaxy · Aug 13, 2021 at 05:27 PM
Can you load each cave into the playscene when you go from one cave to another?
In my (similar) game, I have one menu scene and one play scene and load/generate each level (cave) on the fly.
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