Latter part unfinished (no plans for completion) [Unity] How to make a turn-based tactics game + How to create a unique, easy, and cool game architecture. Currently demonstrating scalability and reusability while adding content features.
This is an incomplete course where the latter parts of the curriculum have not been covered. However, the core content for prototyping and advanced sections is included. (Please refer to the announcement for further details.) ---------------------------------------- How to Implement a Turn-Based Tactics Game Part 1, 2 -> Basic features, basic combat loop (the core framework) As the assets available to me increased and the list of things I wanted to update grew, you can think of this as a guide for rapid prototyping. Based on the content covered in these two parts, you can infer how the updated (and future) features will be implemented. ---------------------------------------------------------- Updates -> Deepening and enriching the content built in Parts 1 and 2 cf -> Useful content for game development in this genre + alpha
41 learners
Level Intermediate
Course period Unlimited
Strategic Responsive States: First actual lesson updated. !Confirm!
It's an event type.
After the feedback, I wrote the code in a top-down manner, but I felt that something was wrong, so I made a decision after much thought, experimentation, and simulation. It has been organized. I think the way I proceeded in the outline is correct. I apologize for the confusion.
Top down than down top
Creatures provide routines that sort events and routines subscribed to events (even in parallel, such as priority) and execute them.
Skills are assembled and used using routines provided by creatures.
Status is a complex subscription/cancellation depending on whether the routine subscribes to/cancels the creature's events, such as expiration, release, activation, etc.
The case is handled in the state (when the owner of the state is hit by gathering or restraining -> it is released,
(Checks, attacks of opportunity, etc.) Subscribe your routine to events related to one-space movement, cancel them appropriately, etc.)
This seems to be correct. It handles complex simulations very well (and is easy to understand).
The person who gave me feedback was so great and everything was right, so I think I forgot. In the first place, the idea of taking a broad view of the abstraction that was seen as a problem was to take a broad view and automatically sort it appropriately (possibly in parallel) and execute it at the right time <- for this, I was trying to create a structure that would be the greatest advantage and push it, but for two days, I suddenly thought of it as a disadvantage 😭😭 (You idiot, why are you insisting that it was good?)
Below, I also attach the AI's analysis and judgment (Since this is also a state that Kchi has, I thought that it would be right to call the state routines directly from the creature, and they said yes, but after having doubts and entering the context - -;; I continued to compare, ask questions about pros and cons, weaknesses, and run simulations to confirm)




