When we started working on "Amai", there were a few major questions that needed answers. One of them was what is going to be the structure of the game. Is it going to be "Level One - Loading Screen - Level Two" type of thing, or we are going to make the whole experience without cutting to a loading screen.

After some discussions on the topic, we chose the latter. We thought that the gameplay experience would be much better if the player is not forced to wait for a minute or two every time he finishes a section.

It looked great on paper, but we were definetly not prepared for the issues that came afterwards. Soon we started having problems with the save/load system. We had to think about so many objects/elements, because the WHOLE game was in one place. Of course, if you play "Amai" now, you would not be able to see all the sections. We created a simple system, that keeps track of which sections must be active and which must not be.

Note: If you are a beginner developer yourself, and you are curious how this system actually works, don't hesitate to contact us via e-mail or on our facebook page. I will get back to you with some C# examples  in no time.

If we have to be completely honest, "Amai" has only one loading screen, and that is the one separating the main menu and the game itself. We use it for loading all the data in.

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