Gauntlet style game
Just messing around killing time making an Atari Gauntlet style test. Man, how would you do this without killing performance? You have to have a huge scene, an actor for every wall block and a spawner that could essentially fill you unwalled space up with spawned actors?
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But you could prob make something decent as long as you test on a device as you go along.
Edit: whatever rules you have for enemy movement - if you only have them trigger when visible - that would help on performance.
Also you could reuse actors a lot. So if there were a group of enemies in the top left of the map, and bottom right - reuse the same actors as you wouldn't see both groups at the same time.
Here's the game we're talking about for those who never played it
Since tables came to GS, lots of people are trying to do things like generate levels from tables with a 1 table cell = 1 game map square translation, but you can get more efficient use of your actors by avoiding the 1 to 1 ratio. This involves manually and carefully placing these 'multi-square' actors on your levels. Maybe there's a way to create shorthand codes in a table which would generate multi-square actors for you after interpretation, but I haven't looked into the possibility of that deeply.