in game design, reusing resources using reuse system includes the following design purposes:
1), easy to identify the player
designed to facilitate the player's identification of elements in a particular type of game. A prop icon, such as the fur of some kind of animal. In order to differentiate, except for the basic elements of the same, the difference is only to transform the color and change the name to distinguish, so that the player can quickly identify the icon.
2), reduce the capacity of the client
The most occupied hard disk space in the game, is actually a lot of resources, such as model files, stickers and other art resources files. In order to reduce the capacity of the client, in addition to the use of pressure pack technology for resource compression, in the design process, the designer will also take into account the size of the client's problem (especially some 2D games are particularly important).
if the capacity of a game is very large, then users will most likely give up downloading the game client from the network. In some places, reusing resources can effectively reduce the capacity of the client and reduce the space occupied by the hard disk.
3), save the game production workload
re-production of some resources, designers must redesign, and then the designers re-proposed the art needs, art original painting and re-painting the original painting, 3D art re-modeling, painting Map ... In short, the production of resources is a time-consuming thing. If you can reuse resources, not only save time, but also save the cost.
For example, in 2D games, in fact, as long as careful attention to the game screen, you can find that the ground floor tiles, is a variety of different kinds of graphic mosaic. And these places are really irrelevant, the average player is not very concerned about these places.
Another example of a monster appearing in the game, a scene may have appeared once. The game is then re-renamed or changed to a different color, or magnified under the model, and will reappear in other scenes.
In addition, some repetitive tasks in online games, as well as cyclic tasks, are designed based on the same principles, which can also be used to make reasonable use of game resources.
The reason for this design, mainly based on the use of reuse theory, re-use some of the art and program resources. In order to save the game production workload, and to achieve the purpose of enriching the game content.
4), reduce the occupancy of the system resident memory "Dog Planing Learning Net"
when a player enters a scene in the game, a loading interface appears. This wait time occurs because the program needs to extract resources and load.
Be aware that in order to save hard disk space and to prevent some people from decrypting the resources in the game, the resources must be compressed by the encryption.
and the decompression resources, as well as loading resources, in addition to increase the game loading time, affect the player's game experience, the most important thing is to occupy a large amount of memory in an instant. Once the player enters this scene, the resources of the scene (such as scenes, monsters, NPCs, special effects, etc.) will reside in the computer's memory, which means it will consume a lot of memory.
The resident memory is freed unless the player leaves the scene and the game has a memory-freeing technique (which is now generally available in the game). In order to reduce the occupancy of the system resident memory, reasonable reuse of art resources is also one of the options.
Operation reuse system in game design of unity3f game development