In the game we are making, we don’t want to cut in anyway, means it’s gonna be plan sequence. Since we are amateurs, do you think that this gonna be a problem in terms of optimization? It’s gonna be a 30-35 min. game with some hand drawings and we are using Playmaker with Unity.
We don’t know what’s gonna lead optimization problems except this plan sequence situation btw. Can you guys enlighten us about optimization in general, and plan sequence?
Can you elaborate this “Plan Sequence” more? I have not heard of it and just did a quick google and didnt see anything about it either. To me, there are optimized frameworks that are a great foundation to build on and then there is optimization you create over the life of the project as you notice performance dips from using the profiler.
Plan sequence means “no cut camera” which used in God of War, Limbo and Inside, and more. It’s a cinema term and since i’m a cinema director, i just assumed that this technic named same in this medium. Sorry for misleading.
Since i’m an amateur in game making and this is our first project with my team, i’m struggling to ask the right questions, sorry. I meant that if we do a no cut, means everything happens in one scene only (i guess?), no “level change” or “loading screen”, is this gonna be a problem for the optimization? We don’t have enough ability to organize this, i assume. But i don’t know what leads optimization problems as well. I’m pretty confused.
Okay I understand now. Let me try my best amateur to amateur explanation of this.
So, when you create(instantiate) objects, aka, any projectiles, enemies, effects they get stored, even when they are “Destroyed” as Unity calls it. Reloading a scene or switching scenes is an easy way to clear this memory cache. So Object pooling is a great way to minimize this since is just reusing similar object types. Example, you can have an object pooler for all projectiles, one for all enemies, and so on.
Additionally, the more objects being rendered = lower performance. Objects being rendered and using physics = even lower performance. This is why you see a lot of games render content when it is needed, like instead of loading/rendering an entire 2D level at once, it will load the necessary content within the camera view and then load the some things just outside the camera view (whether forwards or back).
Something i am trying to learn now is loading in content at the beginning in chunks with a loading screen so it won’t take 15 seconds of a frozen screen to function but will show a loading bar or some animation to load things one-by-one, per se. Since you don’t want to use different levels, you are probably going to have to load the upcoming content sometime during the gameplay, like Halo or God of War like you said. This part is above my skill but can probably be done in a rudimentary way for a small game and work well enough. I think God of War used animation or cinematics scenes to load in the next “level” or content so it distracts the player to think they aren’t waiting by giving them content through knowledge and story progression.
There are always ways to fake this too. You may be better off using different scenes but making the 2nd scene look just like the end of the 1st scene and have some sort of dialogue/story progression scene inbetween to transition. Then the cut scene is over and the 2nd level has loaded and they don’t even know its a new scene. There is my basic level explanation, hope it helps even in a small way.