So i’m making a 2D final fantasy clone using paper2D and has some design questions. The game will be similar to Final Fantasy Mystic Quest (SNES). I’m trying to figure out the best way going about setting up the game. I need the ability to have 3 different control layouts (1 set for world map movement, 1 for level movement and 1 for combat). I also need different game states maybe? I need to process the combat and keep track of everything unlocked in the world, levels etc…
My thought is to have the world map be the main map with the towns and combat level be unreal sublevels. I found that i can change the player controller through the game mode but i don’t see a way to change the gamestate. Am i going down the right path with my though process?
So my issues are as following:
- Need to be able to move around the world map with logic to track which towns the player can move / enter
- Need to be able to move around the towns and interact with monsters / NPCs / Chests
- Need to be able to enter combat, keep track of all that and then return to where the player was before entering combat with all the player stats updated from the combat (XP, loot, gold)
I know i can use the game instance to store data across levels and have flags in the game state and player controller but that can get bloated real quick so ideally i want to have different player controllers, game state, game mode and maybe even player states for the different parts of the game. You can have a different game mode for each level the only issues is syncing data with the loading of the new level so my option is to use streaming levels which i don’t know if i can accomplish what i’m trying to do with the above.
Any help or suggestions would be great!!