[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
The reason classes uploaded after DoTwin entry aren't DoTwin topics: I've uploaded sections on creating a function to test a specific round state (e.g., for direction checks), and on battle map data integration (direction, win/loss condition extraction).
I was trying to show you DoTwin's DOPath on the project, but it was inconvenient to go straight into the battle loop.
Starting from here and somehow
A check that only checks a specific state (the loop does not proceed after that, only one state routine is executed and ends)
I ended up creating a function. I wanted to check the direction of the start and end states of a specific round.
We also checked and fixed issues with the groundwork for specific round start/end events that had previously been created.
(<-There was a need to extract the BattleMapInfo introduction scene here)
BattleMapInfo(ScriptableObejct) was created to extract battle start, win/loss, specific round presentation, and win/loss conditions to introduce battle map data. Afterwards, information on creatures to be placed here (enemy, neutral), map environment (decorated with tiles), clear status, clear rewards, etc. will be added.
Now assign stateTypeToTest and roundCountForTest (set the state to test and the round)
You can use the ConTextMenu "TestState" in BattleManager to check only the state routine of a specific round.




