Hi everyone,
I wanted to share with you what we are currently working on, as on this week, as well some thoughts on commodity for the dev team vs commodity for the player.
When we were designing Realm, since the game was composed of "windows" to explore, like in Resident Evil 1-3 (small areas to explore), it was "logical" to have each window on a different scene. Like in RE, you go through a door and it loads a new area/scene. It was very practical for us, to let the engine (Unity in our case) handle area changes.
I wanted to share with you what we are currently working on, as on this week, as well some thoughts on commodity for the dev team vs commodity for the player.
When we were designing Realm, since the game was composed of "windows" to explore, like in Resident Evil 1-3 (small areas to explore), it was "logical" to have each window on a different scene. Like in RE, you go through a door and it loads a new area/scene. It was very practical for us, to let the engine (Unity in our case) handle area changes.
After our first closed testing reports, we found there was a problem with the amount of loading screens the player had to go through when changing scenes. First time it wasn’t that much, but after advancing through the game, since it requires exploration, it became tedious for the player. Sometimes going through 5 loadings in less than a minute. Now, don’t get me wrong, loading takes less than 5 seconds and gives you a little lore ala Dark Souls, but it was still too much.
Right now we are changing how the scenes get loaded, to make it more comfortable for players, not the devs. In the end, our focus will always be to give the best game to REalM's fans :D
Right now we are changing how the scenes get loaded, to make it more comfortable for players, not the devs. In the end, our focus will always be to give the best game to REalM's fans :D