Hi
If a game has multiple stories/adventures that can be purchased/downloaded separately in any sequence and one story has nothing to do with another, that is nothing is carried over from one story to another, but they are all part of one single app, then how should this be made in AC
Should the inventory menu be used to make a story selector screen ?
And variables be used to track progress within each story?
Comments
Inventory items can be categorised so that they can be made to appear in certain menus only. This way, you could feasibly use them as a "story selector" while still having regular item usage. As this would be directly tied to the purchase/download of sequences, however, I'd instead suggest approaching that with custom scripting.
Better to just have each story as an asset bundle, with its own scenes, assets etc. If you refer to scenes in AC's Actions by name, then you should be able to have them dynamically added to your "scenes in build" without causing any problems.
Actually getting the asset bundles downloaded and installed would be part of the custom IAP-handling script, but once they're in AC should be able to work with them as normal.
Whether or not bundles are allowed in app stores is too general a Unity question for me to answer, as I'm not knowledgable enough. But AC should allow for these method if you can get them to import separately.
Asset Bundles can't contain scripts, you're right, but AC scripts won't need to be included since they'll be in the main build. What you would have to do is "pre-empt" the need for any custom scripts so that any custom scripts you need for any of the stories are already present in the main build.
If you need to, you can create a "dummy" scene that has the script in it, even if the scene isn't loaded by the game.