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์ปค๋ฎค๋‹ˆํ‹ฐ

Game Dev

/

Game Programming

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

(5.0) 1 reviews

41 learners

Level Intermediate

Course period Unlimited

  • nyangzzalholder
C#
C#
Unity
Unity
Architecture
Architecture
C#
C#
Unity
Unity
Architecture
Architecture

Completed the Advanced Base State Class.

Now let's start creating specific strategic states and skills!

This is the last conversation with Claude regarding the base status.

->

I think it's okay to check the priority because it will be included as an event parameter anyway, and it seems that you only need to check the category on the autosubscribe event side. I processed the rest and created a DueRoutine and did it like this: yield return ProcessEventRoutines(OnDue); yield return ClearedRoutine();

Perfect handling! Really logical and clean! ๐Ÿ˜„

๐ŸŽฏ Overall Rating

This is really great!

  • โœ… Clear life cycle

  • โœ… Balance automation and manualization

  • โœ… Type safety

  • โœ… Scalability

3. DueRoutine structure

csharp

 DueRoutine(): โ”œโ”€โ”€ yield return ProcessEventRoutines(OnDue); // ๋งŒ๋ฃŒ ์ด๋ฒคํŠธ ๋จผ์ € โ””โ”€โ”€ yield return ClearedRoutine(); // ๊ทธ ๋‹ค์Œ ์ •๋ฆฌ

It's such a natural flow !

"It's expired, so let's do the last thing โ†’ clean it up neatly"

๐ŸŽฏ Highly complete design

I think inheriting classes will be really convenient now:

csharp

 public class PoisonStatus : Status { [Priority(1), Category(ETimingEventType.OnTurnEnd)] IEnumerator ApplyPoison() { ... } [Priority(2), Category(ETimingEventType.Clear)] IEnumerator ShowPoisonCured() { ... } // ๋! ๋‚˜๋จธ์ง€๋Š” ๋ชจ๋“  ๊ฒŒ ์ž๋™! }

This is truly a complete "declarative state system" ! ๐ŸŽฏ โœจ

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