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Hi folks! I'm working on an episodic point & click game and I was wondering what's the best way to add Yarn files to the scenes.
My current implementation (for episode 0) has a node per scene and, to give you some context, the game is set in a spaceship so the scenes (rooms) will be pretty much the same throughout the whole game. Now, while I work on adding a new episode I'm debating if keeping that structure. My instinct tells me that all the strings for episode 0 will stay in memory, even though I just need the ones for episode 1, so that would be very resource intensive by the end of the game (ep3). Is y assumption correct?
If so, what are my options? Should I implement one DialogueRunner per episode and enable/disable them according to the point in time the game is at? Or can I load the Yarn files in the DialogueRunner at runtime?
Any light you can shed on how this actually works and what could be my alternatives it would be really appreciated!
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Hi folks! I'm working on an episodic point & click game and I was wondering what's the best way to add Yarn files to the scenes.
My current implementation (for episode 0) has a node per scene and, to give you some context, the game is set in a spaceship so the scenes (rooms) will be pretty much the same throughout the whole game. Now, while I work on adding a new episode I'm debating if keeping that structure. My instinct tells me that all the strings for episode 0 will stay in memory, even though I just need the ones for episode 1, so that would be very resource intensive by the end of the game (ep3). Is y assumption correct?
If so, what are my options? Should I implement one
DialogueRunner
per episode and enable/disable them according to the point in time the game is at? Or can I load the Yarn files in theDialogueRunner
at runtime?Any light you can shed on how this actually works and what could be my alternatives it would be really appreciated!
Thanks in advance!
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