We are working on our first Indie game which is going to be a mobile friendly classic platformer. We plan on having 4 worlds, with 9 playable levels for each world. So its going to have a ton of potential scenes if I did one scene per level. After creating a bunch of objects (enemies, platforms, coins ect) and a prototype level I’m working to figure out the boring stuff, how to organize everything for mass level design. I’ve not seen this all laid out in one place but here is what I have figured out.
I should use scenes to represent each major set of unique objects, so one scene per world. Each world will have a bunch of new objects to keep the player interested. Trying to follow the advice in the documents of keeping only very few objects global (the player, controls and UI displays).
Then I’ll create External Layouts for each unique level the world. So I’ll have a set of external layouts which will be the playable levels within each world/scene.
On the event side I split the logic between a few external events which will be linked by each scene (world). I’ve got one for Player, enemies, objects, and platform events.
Ok to the questions…
Am I using scenes correctly here? Organizing them around sets of objects that will need to be re-used, so that I don’t make tons of objects global objects?
Currently I am using a new object for everything in the game. I have multiple platforms that behave the same, but each is its own object. However, in the platformer template, I see where multiple platforms are inside one object as unique animations, this seems more efficient. But I haven’t figured out how to place one specific platform from the list of animations when doing the level building. So, is it best to group similar things into a single object? How do you place a specific animation from an object on the scene?
What other things do I need to consider to make sure the game can scale in size (levels) without causing other issues?