Well I happen to believe that ARPG games use more flags and variables than what your simple little basic 2d platformer scroller does. That’s why I use more flags and variables to keep track of all the events changes happening in the storylines. I have over 100 different worlds also in the game so its not that simple a game when more than one world is involved. Now as for my batch file, I don’t care if my batch file contains all the dialogue in it or whether it loads all up into memory or loads just part of it in memory.
The batch file contains all the game variables, all the areas, all the game conditions and all the dialogue, so that batch file actually represents stage one of my game’s development. For no way am I gonna just jump straight into Unreal Engine and just build up all my 3d game worlds from nothing without having first a plan to build the game all from. I aint gonna take a sledgehammer to the engine later on to try to break up all the code in it after laying down all the wet concrete only to find its all hardened up inside the engine with all those thousand of file dependencies that the engine welds it all into just to try to shove in some last minute code changes to the game. No, I have to make those kind of decisions at the very beginning of the game development, not at the end of it. Thats why I make all the changes in that batch file first before putting those changes into the engine. 13800 lines of dialogue have already been put into a csv data table in the engine…