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I know it's a stupid question, but I couldn't find the answer on Google or here. Ideally, I'm looking at best-case-scenario, common-scenario and worst-case-scenario statistics. This is excluding the player(s) and enemies on the map since I'll know that. These statistics will affect my entity info data-structures, right down to how I decide to build my maps and maybe the complexity of the game.

I realise this question is pretty general so I'll narrow it down by saying that our target game is an indie game of decent quality, comparable to a PS2 game and the genre would be an action-platformer. I know map-size plays a role obviously, so just say an average map-size will do. I'm more trying to get some basic ideas as I'm in early planning phase. This isn't just about video memory, it's about things like finances too as I doubt I'll be able to source everything free.

If someone could perhaps give me an estimate based on their experience or if there's a site with some info like that, I'd really appreciate a link, thanks a lot.

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You couldn't find the answer on Google because there is no answer to this question. There's no definition for an "average size map" or even a solid definition of a scenery object. How about you try mocking up a level in your favorite drawing program (or find a game you want to emulate), then count the number of scenery objects? – Byte56 Apr 22 at 16:20
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I don't think you're going to have much luck with this. It's not a stupid question, it's a question that no one other than your team is going to be able to answer. My only suggestion is to look into Level of Detail style algorithms. – UnderscoreZero Apr 22 at 16:22
Yeah, expected as much. Was worth a try (eve tried Google-ing a few games but I jut got links to walkthroughs, cheats, etc. I was hoping to know if it was within my means to begin designing it yet or not as I hate starting something and then having to put it off (it's happened enough in the past). I suppose I'll just have to do an area and see sigh. Thanks for taking the time guys. – JasonM Apr 22 at 16:44
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Finding out these numbers for a specific engine and coming up with a production pipeline to match is what the "Pre-production" stage of all projects should be about. Numbers are different for every project because tradeoffs, engines, target hardware, all of it is different for every project. – Patrick Hughes Apr 22 at 17:45

closed as not constructive by Byte56, Josh Petrie, Patrick Hughes, John McDonald, bummzack Apr 23 at 7:20

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