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[Unity] This isn't a turn-based tactics game development course (though that's actually correct too). This is a course on creating original, easy, and cool game architecture. Currently proving scalability, reusability, etc. while adding content features.

How to Implement a Turn-Based Tactics Game Part 1, 2 -> Basic features, basic combat loop (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 creating a quick prototype. With the content from these two parts, you'll also be able to infer roughly how I plan to implement the updated/upcoming content. ---------------------------------------------------------- Updates -> Advanced development and enrichment based on what was created in parts 1 and 2 cf -> Content beneficial for developing games in this genre + extras

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  • nyangzzalholder
C#
Unity
Architecture

In Part2, the lesson "Modifications Needed After Introducing Movement Score Logic Reflecting !Skills' Usable/Effect Ranges" has been updated.

In the MineralAttack of the Hammerman, compare caster.stayingNode.coord.x and target.coord.x

Finding EffectTargets becomes problematic after the introduction of movement score logic that reflects the skills' usable range and effect range.

With the node assumed to be located and the nodes availableTargets (criteria for clicking and selecting) at that time

Since we need to find the effect area nodes, we modified Skill's GetEffectTargetsFrom to receive the location-based node and the node clicked (selected) at that location as parameters.

In Hammerman's Mineral Attack, the comparison between caster.stayingNode.coord.x and target.coord.x has been changed to compare stayCriterion.coord.x and target.coord.x.

Since GetEffectTargetsFrom takes as parameters the position of the creature and the node to click (select).

It is now possible to obtain effect area nodes with directionality in those two.

(ex. the selected node is the TopLeft of the location node -> 5 nodes in the effect range in the TopLeft direction

Right -> 5 nodes in the effect area to the right)

I apologize for not catching it at the time of uploading the lecture.


This might be a good example of how to leverage Jetbrains Rider and refactor for bug fixes.

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