I am going to create a loading system that does not have loading screens and is easily expandable.
INFLUENCES and EXAMPLES
The primary influence is dark souls area loading system, because it runs pretty well and is easy to work with. A secondary influence is Quake because of how optimized the game’s loading system is. Thanks John Carmack
By March 1st, as a solo developer, I will create a fleshed-out loading and de-loading system with help from this tutorial for my Session 3.
PRE-PRODUCTION – INQUIRY
Exemplary Work
Primary Source
From Software’s Dark Souls
The way that Dark Souls loads and de-loads is very fast, and seamless, and creates a system similar to that could allow a developer to iterate on levels faster and with fewer roadblocks than other systems.
I am going to be using DSMapStudio made by Katalash to figure out how From Software handles their data, then I am going to try to understand how I can make that system with C# in Unity.
Project Timeline
The First 5 hours of work will be dedicated to looking over Dark Souls using the previously mentioned method, and then I will spend some time writing down what I want to do with the loading and de-loading. Finally, the rest of the session will be dedicated to making the system and debugging.