As someone who has no experience of game development but is having a lot of fun creating a game, I have a question about the limits of modern technology and the limits of Godot. All of this chat would be rough estimates and theory, but I'm curious about something.
So, the _process(delta) performs all the contained code every frame (every second I believe). At what point will this start start to slow down the game or FPS where it's noticeable? I know it's difficult to accurately pinpoint how many lines of code would cause this and it probably also depends on the type of code and decisions that are in this block, but should a game developer every worry about reaching this limit in let's say a 2D game? Can anyone give an idea on this?
I also have the same question about variables. How many variables are too many? Most of the examples and tutorials I've seen have max, maybe 10 variables, maybe 15 or 20. At what number of var does a game start to suffer and what does the industry use?
The var question does have a purpose. I'm looking at creating an RPG and the way I was going to govern scenarios, cutscenes and events was using a ton of boolean variables. Something like if cat_quest_1 = true
, then you can do the event. Once the event is complete, then cat_quest_1 = false
and cat_quest_2 = true
and so on. Is that a good approach?
Also, assuming that the above is correct, then is save data just saving these variables in a state and then loading them in when the game is resumed?
(I guess there's 4 questions here).