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Unity, techniques for creating large open world games?

Discussion in 'Game Design' started by Maximilious, Nov 29, 2016.

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  1. Maximilious

    Maximilious

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    Nov 29, 2016
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    When you play an mmorpg or single player RPG and you walk to a new "zone" you sometimes see the message appear in the middle of the screen telling you, the player that you are now entering a new "zone", even thought there was no loading screen you transferred from one zone, to the next. I am assuming developers do this to save some memory not to load the entire world in one go, and I was wondering if some experience unity developers could share some of the techniques people use to create large, but seemliness worlds with different "zones" or nodes or sectors or whatever you feel comfortable calling them :)

    I am a college student on my second year in an IT program.

    I know tons of html, php, javascript, databases.

    And on the other side I know c# and java.

    this is for a solo side-project I want to do for myself, as I believe the best way to learn is to just dive in and do it.

    Thank you in advance.
     
    KevPaulMarkwell likes this.
  2. carking1996

    carking1996

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  3. Maximilious

    Maximilious

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    Nov 29, 2016
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    thank you!
     
  4. Buhlaine

    Buhlaine

    Community Manager

    Joined:
    Feb 5, 2016
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    348
    Campo Santo had a great talk on how the Firewatch team dealt world streaming and asset managment, I would suggest you take a look at this as well.

     
    jayghost1983, jobijo, Yukken and 13 others like this.
  5. supadupa64

    supadupa64

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  6. philc_uk

    philc_uk

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  7. zoran404

    zoran404

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    Please don't necro threads for sake of self promotion.
     
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