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Question by SvariatoGames · Jun 05, 2018 at 04:03 PM · playerscene-switchingrpgtransitiongame development

2D RPG Game Management - How Do I Approach It?

Hey folks!

I've been experimenting with a minimum viable product for a 2D Top-Down RPG game I have envisioned (roughly similar in feel as Wizard of Legend) and was wondering about a few things. I've done extensive research (though maybe not in good fashion, considering I have yet to find definitive answers) and still cannot wrap my head around a few concepts around how I would manage the game.

I have concluded that it would be best to have separate scenes for different map regions, building interiors, dungeons, and so on, but how would I transition the player (with all of their unlocked skills, equipment, etc.) between these scenes? I've seen a few solutions, such as a GameManager singleton object that moves the player from scene to scene, or just using DontDestroyOnLoad() and creating a singleton for the player directly. But even for that, the game feels a bit... jumpy (as in, it would abruptly place the player inside a house and make the camera snap awkwardly to the player as well). What are ways I could smoothly transition between scenes while keeping the same "player"?

Furthermore, for something like a health system, would it be better to create a script and attach it to the player and enemies to handle their health, or would it be better to handle all of that in a GameManager? If not health, in the context of a 2D Top-Down Game, what would I use a GameManager for?

I apologize if this is a loaded question, but I've taken efforts to tag and title this in a way that others with the same issues might be able to find this information in one place, on their first search. Thank you, and I will be checking in on this frequently.

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