Scene management

When learning a new system, I often get paralysed by thoughts about architecture and best practices. It’s a challenge not to fall into the over engineering hole. I’m supposed to be throw-away prototyping and dipping my toes in the water! What am I doing with 30 tabs open about modular Monobehaviours, scriptable objects, prefab best practices, the best way to organise your folders, and whether test-driven development is viable for games… Death.

At the beginning of this week, I was planning build a quick and dirty prototype of a plant growing simulator, which I’ve been mocking up on paper. Instead, so far I’ve spent most of the time setting up structures for scene and UI management. It sometimes seems a bit much but I have discovered that it is beneficial for my sanity (and hopefully future efficiency).

So, might as well post a bit about it.

This is what the set up looks like so far. The intention is to structure the scenes in a modular way, especially the UIs so that I can quickly try new scenes and layer them with existing interactive elements. Then, once I build a reusable scene, like a story dialog player, I can put that on top of whatever game world scene I’m currently experimenting with.

Now back to that plant growing simulator…

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