so i been trying to create a simple tech demo of a battle system for a jrpg styled rpg.
i want to run up to a monster touch it and begin a battle in different positions based on the direction of the unit touched.
after the battle i want to return back to the position they were in before the battle started.
the only way i can think of doing this is by recording the game state before starting the battle, load the battle scene then return the game state to it’s original state after loading the main scene back.
to me it seems like this transition will be clunky and at the least will require a load screen of some sort which i’m also unsure of how to do with unity.
is their any other method I should consider or maybe some tips from anyone who’s done this or something like this before.
A) this is probably the wrong section
B)im no expert
C) save where you were in a variable and load that variable as you go back to the map and make a bunch of if statements for each sprite(dunno if that works in unity but it works in other game making stuffs) like if the obj/sprite for up touched the monster then make the monster above you and you facing up etc.
There is no need to load an unload the overworld, just turn it invisible and have all the monsters and items have a “pause mode”. Where they do nothing until pause mode is off.
Then load your turn based fight world in a different area, and when the fight finishes, unload the fight world ( or turn it invisible as well ) and turn “pause mode” off the overworld.
Also, this could let your overworld avatar and your fight world avatar be different prefabs, which they probably should be because the function completely differently.
i’m going to try to do your suggestion spiral, it seems pretty much perfect for preventing, the delay issue of constantly loading new scene’s that i was worrying about.