Hello I have a question about starting a new game…So in my game I have a open world map not levels and I found out how to go from main menu to the open world with a loading screen but then I became stuck on what if a player wants to start the game over with a new map how would l restart the open world map when you click new game?
This depends heavily on how you implemented it. So basically, you have a main menu, you have an open world, your player can go from the main menu to the open world, then do stuff there (which presumably gets saved) and your question now is how you would start a “new game” in a fresh world?
If the player can only have one savegame, simply delete what you got as if the player starts the game for the first time. If you allow multiple slots for savegames, then load a fresh new instance of the open world, just like you did when he first entered the first map.
Sorry if i’m not going in depth here, but there is really a lot of stuff that depends on how you implemented your game. And whether or not it’s an open world doesnt really matter all that much either. You mentioned level-like maps. If you worked with those in the past, starting a new game on your open world would be similar to restarting a level. Everything should be reset to zero. The only difference here, is that you want to save more things than, say, the score, and possibly allow for multiple savegames. There are a lot of different ways to save a game in Unity. There are also quite a few tutorials on it. I would link you one, but i honestly dont have a specific one i can recomment… and just randomly sending you the first result of google or youtube is probably not ideal.
I’m such a newbie at this and I’m back on this again…but could you maybe point me to a video or do you know a script I could follow to create a new instance of my open world I’m doing multiple slots
Not an expert on saving, nor do i have a video i can particularly recommend. So unless somebody else can point you in the right direction for specifically what you are doing, i would just search youtube for “Unity saving”, which turns up plenty of results. After you got the general idea, it should be rather easy to apply it to your case.
Effectively, each save slot contains all necessary informations about the progress, like position the player is at, level the player has, unlocked skills, changes to the world and so on. Everything you want to save. For anything else, like for example whether or not doors were open or closed (unless it’s progress-related doors) you can simply define and load a default-state, making all doors being closed when loading the world.