All enemies are ONE big active object? Smart Plan?
Hi everyone
I want to know your opinions of which of the following game designs is better / easier on system resources (I want to use the IOS exporter) and more bug resistant. :-)
In a Space Shooter Game...
A) ...every enemy is an other Active Object. All collisions and all behaviors have to be coded for every Enemy separately...
B) ... every enemy is the same Active Object but every enemy is represented by another Animation Sequence. So the basic behavior is programmed only once and everything can be defined by values.
My Problem: I want to choose solution B) but this big enemy Object that represents 20 enemies will have 20 Animation Sequences with different sizes. Does MMF and especially the IOS exporter will have problems loading the whole Enemy Object every time an enemy appears even if it only uses one Animation Sequence? Will this be significant?
What are your thoughts on that?
Thanks and best regards