Script vs Room

Encrtia
14 Oct 2015, 05:40
Simple question really.. what's worse for the end-product game that the player plays:

A lot of Scripts residing in one room
A lot of Rooms dispersing the scripts

I only ask this - because I'm running a chain of scripts within one room, that's now (due to the GUI-Editor look) becoming quite squashed & laggy to edit. I can naturally change to code view to assist, but just wondering if continuing this concept is a bad move or not for the Player. I reckon not, because all I'm doing in the grand scheme is adding to the main file . . . but just in case a lot of actions within a subsection is bad, I'm querying.

Personally, I'd assume the more rooms would be worse because extra objects are added just to compensate the dispersion of concentrated scripts - but I'm unsure if concentrated scripts are a bad thing yet, so am asking.

The Pixie
14 Oct 2015, 06:47
Personally, I would go with what you as the writer find easier to handle. Which makes it easier to find a certain script? I would not have thought how you arrange them will have much effect on lag. If they all fire every turn, or run off timers, that will affect your game speed.

Encrtia
14 Oct 2015, 09:24
Ah ok - that's good :) Wouldn't want to clog the whole piece up with bad coding, so had to make sure. Thanks for the advice.