diff --git a/tutorial_instancing_2.md b/tutorial_instancing_2.md new file mode 100644 index 0000000..6c821bb --- /dev/null +++ b/tutorial_instancing_2.md @@ -0,0 +1,37 @@ +# Instancing (Continued) + +###Recap + +Instancing has many handy uses. At a glance, with instancing you have: + +* The ability to subdivide scenes and make them easier to manage. +* A more flexible alternative to prefabs (and much more powerful given instances work at many levels). +* A way to design more complex game flows or even UIs (UI Elements are nodes in Godot too). + +###Design Language + +But the real strong point of instancing scenes is that it works as an excellent design language. This is pretty much what makes Godot special and different to any other engine out there. All the engine was designed from the ground around this concept. + +When making games with Godot, the recommended approach is to leave aside other design patterns such as MVC or Entity-Relationship diagrams and start thinking games in a more natural way. Start by imagining the visible elements in a game, the ones that can be named not by just a programmer but by anyone. + +For example, here's how a simple shooter game can be imagined: + +

