[Unity] This isn't a tutorial on making a turn-based tactics game (though it actually is). It's a tutorial on creating an original, easy, and elegant game architecture. Currently proving scalability, reusability, etc. by adding content features.
How to Implement a Turn-Based Tactics Game Part 1, 2 -> Basic features, basic combat loop (the framework) As it turns out, the assets I can utilize have increased and the content I want to update has grown, so you can think of this as making a quick prototype. From the content covered in these two parts, you may be able to infer roughly what methods will be used to implement the updated/upcoming content. ---------------------------------------------------------- Updates -> Advanced development and enrichment based on what was created in parts 1 and 2 cf -> Useful content for developing games in this genre + extras
39 learners
Level Intermediate
Course period Unlimited
Lecture Update - Undecided - Overview of Modular Production System to be utilized before battle starts, for win/loss, specific rounds, etc. (IEnumerator, WhenAll, ConsecutiveAll, Composite Pattern, Event, ScriptableObejct)
Lecture Update - TBD - Assembly-type production system overview It has become (IEnumerator, WhenAll, ConsecutiveAll, composite pattern, Event, ScriptableObejct) that can be used before the start of a battle, win/lose, specific rounds, etc.




