[RMMV] SEEKING ADVICE FOR MORE EVENTS VS MORE MAPS
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Thank you in advance for your advisement.
I am working on a game that progresses in weeks, like American football. You start on week 1, you participate in some activities, and then move onto week 2 when you're done, and so on.
The current setup is that each week has its own map: this allows me to have an event on each map that sorts out who competes in what events, because the competitors change week to week. I recently noticed, however, that I could very possibly use one map and accomplish the same task using events, albeit very long ones with massive, nested conditional branches to sort out what the current week is.
My question is this: Am I better off with more maps and simpler, yet somewhat redundant events, or with less maps and longer, more convoluted events? I feel that more maps is better from an organization standpoint, but less maps might result in a slimmer, smaller package size in the long run. Any advice?
Thanks
I am working on a game that progresses in weeks, like American football. You start on week 1, you participate in some activities, and then move onto week 2 when you're done, and so on.
The current setup is that each week has its own map: this allows me to have an event on each map that sorts out who competes in what events, because the competitors change week to week. I recently noticed, however, that I could very possibly use one map and accomplish the same task using events, albeit very long ones with massive, nested conditional branches to sort out what the current week is.
My question is this: Am I better off with more maps and simpler, yet somewhat redundant events, or with less maps and longer, more convoluted events? I feel that more maps is better from an organization standpoint, but less maps might result in a slimmer, smaller package size in the long run. Any advice?
Thanks
The best advise I can give is to do what you feel is practical, and doable for your skill level. If you believe you can do fewer maps with multi-page events, and the bookkeeping that would involve, all the more power to you. If you believe you would be better off having more maps with similar events (Common Event tech LET'S GOOOOO!), that's also a perfectly viable solution. The one benefit I can think of for having more maps in the case of a sports game is to allow differentiation between the arenas. So, like, players would be able to tell at a glance that the home team is Team A, Team B, or whatever, rather than all teams having a singular generic arena.
For what it's worth, my current project has a map or two dedicated to cut-scenes, with one event that controls an in-game week's worth of scenes. The bulk of the events in question is dialog, which certainly make developing/testing the scenes easier for me, but, there's a few scenes with moving characters. Another game that comes to mind in this respect is Heartache 101. I barely recall looking into the guts of that game. The maps were full of events. Though, as I recall, there was some RNG involved to see which events showed up, and what kind.
For what it's worth, my current project has a map or two dedicated to cut-scenes, with one event that controls an in-game week's worth of scenes. The bulk of the events in question is dialog, which certainly make developing/testing the scenes easier for me, but, there's a few scenes with moving characters. Another game that comes to mind in this respect is Heartache 101. I barely recall looking into the guts of that game. The maps were full of events. Though, as I recall, there was some RNG involved to see which events showed up, and what kind.
author=Marrend
The best advise I can give is to do what you feel is practical, and doable for your skill level. If you believe you can do fewer maps with multi-page events, and the bookkeeping that would involve, all the more power to you. If you believe you would be better off having more maps with similar events (Common Event tech LET'S GOOOOO!), that's also a perfectly viable solution. The one benefit I can think of for having more maps in the case of a sports game is to allow differentiation between the arenas. So, like, players would be able to tell at a glance that the home team is Team A, Team B, or whatever, rather than all teams having a singular generic arena.
For what it's worth, my current project has a map or two dedicated to cut-scenes, with one event that controls an in-game week's worth of scenes. The bulk of the events in question is dialog, which certainly make developing/testing the scenes easier for me, but, there's a few scenes with moving characters. Another game that comes to mind in this respect is Heartache 101. I barely recall looking into the guts of that game. The maps were full of events. Though, as I recall, there was some RNG involved to see which events showed up, and what kind.
Thank you very much for the input! I think I will go with more maps; as you say it allows for more tailored maps, and will also make it easier to sprinkle in random occurrences or features as I go. Thanks again!
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