How Many Flags can a Game Actually Have ?
I have over 500 flags in my Sci Fi game so far (the 2d version), but I'm not sure if I can do the same thng in the 3d version and I neeed to put 60 of those flags is just in one loot area to scatter all the loot around in the Great Ruins area on one of the planets. Now my game has got many systems and worlds in it, so this could take over 500 more flags just to put in all the loot collectible areas for this type of game. I could even be looking at over 1,000 flags and up to 100k for the save game just to save the list of flags.
So I've got doubts whether I can have this many flags counters also running in the 3d version, as I don't know if a 3d engine can beable to handle this many flag counters. But the 2d script version can handle all hese flags, I need a huge amount of flag counters to do this kind of multi system game.....
Load each area separately. You will have a greater problem with all the area polycount than with flags. 60 simultaneous flags is nothing.
The game has over 500 flags altogether. but it took 60 flags to scatter the loot drops all in one area of the game in the Ruins which is an area of about 100 rooms like a maze.
In script form you only have to set up all the flags counters for each room you want the loot in and just press a key to move into the next room because its turn-based.
But for a 3d engine, you have to render the area seperately because of the Polycon Limit with the Engine as you say and you need a wall also to walk into to get into each separate area so that you can't see the next area loading in when you come in and out of the corridoor. Works similar to how portal brushes do but they call this Level Streaming in Unreal 4. It's harder in 3d because there's alot more setting up to do.