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piratesephiroth avatar piratesephiroth commented on June 28, 2024

I suppose that was a necessity for the original engine because it was a PS2 game, with very limited RAM. and all

from sh3redux.

z33ky avatar z33ky commented on June 28, 2024

We can probably put some stuff, the level transitions for instance, in a simple file that is parsed on startup.
But for more complex game logic I agree with your suggestion to have a class per level. At first glance at least it doesn't seem like a bad idea.

from sh3redux.

Quaker762 avatar Quaker762 commented on June 28, 2024

I suppose that was a necessity for the original engine because it was a PS2 game, with very limited RAM. and all

I'd be inclined to think that too, that or they had the classic 90's Japanese programmer mentality of 'write once and don't bother about it if it works'. I suppose as well this took a lot of work away from the artists, so they were free to just work on their art instead of any kind of game logic.

We can probably put some stuff, the level transitions for instance, in a simple file that is parsed on startup.

Yeah I like that idea. I think we're going to have to do some 'offline' like this to save a lot of global hardcoding. It's unfortunate that this might take a lot of playthroughs to achieve.

from sh3redux.

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