Lol complaining about an echo chamber posts in the Donald regularly . <| sep |> And this is the only comment I found when ctrlf ' ing no man . Just like it should be . <| sep |> Love this theory ! !<| sep |> My favorite picture from our trip was at that spot also . That area is amazingly decorated <| sep |> Just focus on the damn screen and you ' ll notice and stop watch your youtube video or movieseries . <| sep |> I ' m thinking maxing W second or first if you ' re seeing a lot of ganks might be better than maxing it last . The Q damage silence duration is great , but having Voidlings come out more often adds so much pressure . <| sep |> 1 . I usually recommend Unity for pretty much any sort of game and I wrote a book for programmers new to U n i t y A c t i o n M u l t i p l a t formGameDevelopmentdprrnX but one of the main exceptions is something very textheavy . Depending on exactly how much text you are talking about , I might instead recommend developing the game using JavaScriptHTML since those technologies are designed for displaying large amounts of formatted text . I discuss this more in this blog post . t h e r i g h t t e c h n o l o g yforanarrativelyheavygame 2 . There ' s no single way this is done . And if you decide to go with my suggestion of building your game with web technologies , then this problem would be approached the same way as you would with a website . 3 . The exact same considerations about data storage apply to a game as apply to a web application . Personally , I pretty much always put my game data into JSON format , but you could definitely use xml or a database .