0.9 Update, Day 7 - New Fighter and Evasion Ability + Look Behind the Scenes
Was a bit lazy for last days, but today felt like I wanted to add something new: A new ship (selection) and evasion mechanics + a dev log with a look inside the dev.
Ship addition was straight forward with it's unique evade ability and different HP/Action point settings.
Most time was spent on the ship selection screen and "wiring things up" properly.
However, inside the ship prefab the functions are well grouped and straight forward to add - likely that's why it was so fast. Interested how it looks inside? A small technical look inside follows...
Behind the Scenes
A lot of ScriptableObjects and UltEvents...
Each ship/entity has it's own handling of stats like health and action points. Using here the approach, presented by Ryan Hipple (Unite Austin 2017 - Game Architecture with Scriptable Objects) for stats created as ScriptableObjects.
I added a hard coded framework layer around it to check, compare and manipulate the stats on a per-entity basis. Interactions mostly happen using the Game Events structure (also from Hipple), which I combine with the use of UltEvents from Kybernetik.
Those things work perfectly together and are amazing structures to work with. I guess ~90% of the game mechanic works via those events and stat handling, only rest ~10% had to be "hard coded" for functions, which cannot be handled otherwise.
Files
Get Star Action
Star Action
Spacefight with Action-Abilities, lots of Pew Pew
Status | Prototype |
Author | TestOneDev |
Genre | Action |
Tags | Difficult, Real-Time, Singleplayer, Space, Tactical, Unity |
Languages | English |
More posts
- 0.8 Update, Day 4 - New Game Mode: Endless WaveFeb 03, 2022
- 0.7 Update, Day 3 - Internal Overhaul and Now Packed With EMP!Feb 02, 2022
- 0.6 Update, Day 2 - Introducing Happy EndingFeb 01, 2022
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