We are desiging an open world action RPG game, we would like to design the game such that the big world is divided into zones, each zone have it’s own enemies, questera, puzzles … etc.
Game style is mixed between Oceanhorn, meltdown and BH Legacy if that’s matters.
I would like to hear your opinions what’s the best way to design these zones and move the player between these zones, am looking for something similar to oceanhorn so when the player moves to the next zone the screen will fade in black then destroy current zone, load new zone the black will fade out.
Keeping in mind there are shared stuff between scenes like game menues and main hero.
Is it good to create a big tree of Empty GameObject and load, unload that GameObject (I noticed I can drag my game objects into my assests folder)
I’m sorry but I’m a bit new to unity (1 week only)
I have grassped all the aspects almost in last week, but the only point for me is level designing.
As I posted earlier, I’m thinking of saving my GameObject in my assests folder and loading it on the go when needed, keeping all level elements as a child to that object.
But I’m not sure if there’s something better.
Actually I have went through those tutorials yes, but your inputs are valuable to me as well, so that we can choose the best way to move forward.
As there’s not much replies, I will explain what I reached so far, that may be helpful to others, and someone might come up and let us know his feedback, improve on it.
For our Zones (Levels) we will use Unity prefabs to load the levels (If you don’t know what are unity prefabs I highly suggest you search about them), and in our code we dynamically destroy the current zone prefab and load the next one.
That enable us to keep the game menus and other static objects untouched and without a need to be reloaded every time we enter a level.