This is an interesting topic. But, several years ago I put out a level demo, and it was a cyclical demo where the level was played and then the level went to start and played again and again and again. Each time the player rank was carried over to the next level, promoted or even demoted along with all other game data, until the top rank was reached. Never been any problems with carrying stuff over from level to level. The current game I am working on is a one level game, the sequeal, or the pre-queal to the level game released a few years ago. Just felt that this game story needed a beginning before the major release. Oh. And now MAX. God more game creation possibilities.
The use of scripted entity IDs are the only way that this current game can function. Although, it does not mean that every script for every entity needs to be written, it is a master script that does this and sends data to the other scripts. Each entity is individual. And works without faults. How can GG handle so many entities? It doesn't. It only handles the entities that are on visual display, all other entities are action-ed in the CPU and then when this area is in visual display is then updated. Well, will soon see. Of course, having a turn based system also helps a huge amount.
The way that scripts and the overall structure of a game in GG is formed determines the out come of the game. If the game in GG is just put together with ideas that do not form cohesive bonds between game sectors then the game is inevitably going to fail. Think of the time 30 plus years ago. A person gets an Oric or a Commodore or an Atari or even a spectrum, wow. Then that person finds BASIC. What does this BASIC do? Make games, make data bases held on VHS tape, the sky is no limit to the imagination of a curious person. Now GG is here and has been for some time, why not push it to the MAX. See what it can do. Got a problem then solve it, that is what the forum is about.
Many, many years ago, this chap had a commodore and had written thousands of lines of BASIC code for a game. He had even got a tractor feed printer to print out this code. Hundreds of pages of code. He said to me that he had a problem. I really could not think what the problem could be. But I took on this challenge. Found his problems and the game was produced. That was just one guy, with the ability to utilize what he had and the rest is history. This in the same stage with GG. We have this ability to adapt a game engine to do what we want, but we have to adapt what we want to do with what the game engine is capable of. Being realistic, as has been stated many times in this regard, makes the difference of having a game produced and having an embarrassment on the market.
Remember the guy with the BASIC game, he wanted to make sum-thing that he wanted, but the limitations of BASIC and the hardware at the time, could just not provide what he wanted. But understanding the limitation of both the programming and the architecture provided him with a sound understanding. Just my thought on this subject.
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