Unity3f game development-operation Reuse System in game design, unity3f Game Development
In game design, the reuse of resources using the reuse system includes the following designs:
1) Facilitate player Recognition
It is designed to help players identify elements in a certain type of game. Such as the icon of a certain animal's fur. In order to differentiate differences, apart from the same basic element, the difference is only to change the color and change the name to distinguish, so that players can quickly identify the icon.
2) reduce client capacity
The most occupied hard disk space in the game is actually a large amount of resources, such as model files, textures, and other art resource files. In order to reduce the client capacity, developers should not only use the Packaging Technology for resource packaging, but also consider the size of the client capacity during the design process (especially for some 2D games ).
If a game has a very large capacity, users are likely to give up downloading the game client from the network. In some places, resource reuse can effectively reduce the client capacity and space occupied by hard disks.
3) reduced game production workload
To recreate some resources, the designer must re-design the resources. Then, the designer needs to re-develop the art, re-paint the original art, re-model the 3D art, and draw the texture ......; In short, resource creation is a very time-consuming task. Resource Reuse not only saves time but also reduces costs.
For example, in a 2D game, as long as you carefully watch the game screen, you can find that the floor tiles on the ground are spliced by a variety of different elements. In fact, these places are irrelevant, and average players do not pay much attention to them.
Another example is a monster in a game. A scene may have appeared once. Then, the game will appear again in other scenarios by renaming, changing the color, or enlarging the model.
In addition, some repetitive tasks and cyclic tasks in online games are designed based on the same principle, which can also be used to reasonably utilize game resources.
The reason for this design is mainly based on the reuse theory and repeated use of some art and program resources. This saves the game production workload and enriches the game content.
4) reduce the usage of the system's resident memory]
When a player enters a game scenario, a LOADING interface appears. This wait time occurs because the program needs to extract and load resources.
To save hard disk space and prevent some people from decrypting game resources, resources must be encrypted and compressed.
Unzipping resources and LOADING resources not only increase the game LOADING time, but also affect the players' gaming experience. The most important thing is to instantly occupy a large amount of memory. Once a player enters this scenario, the resources in this scenario (such as scenes, monsters, NPC, special effects, and other resources) will be resident in the computer memory, that is, it will occupy a large amount of memory.
Unless the player leaves this scenario and the game has the memory Release Technology (currently games generally have this technology), the occupied resident memory will be released. In order to reduce the usage of the system's resident memory, the Rational Reuse of art resources is also one of the options.