Talk:Building architecture style/@comment-27326858-20151203001359/@comment-27325737-20151203005926

Duplicate rooms is not a problem. We want to keep the game light on the hardware after all. So basically, we'll have one or two room templates. The only difference will be the placements of pickable objects and puzzles inside the rooms. Think of it as something like visual novel or one of those android games. This also reduces the load on our graphic artist(s) as drawing something like this alone is hard work. Imagine drawing 20 different rooms. Sure, we can use 3D modellers to shave the time, but the last time I used 3Ds Max was like 6 years ago. Unless a 3D artist joins, having more than a few room templates is unfeasible.

Yes, there will be at least 20-ish rooms, including classrooms, staffrooms and storerooms.

My aim is to have a game that is less than 30MBs in size in total. This is so that it will be easier to port to android. I'm sure even with such small size, we can have a dazzling experience. Most of the horror games today focus too much on graphic realism and not on the horror part itself.