Restarting my game project | Devlog 0 | Architecture
Summary
TLDRThis action-adventure game, inspired by titles like Zelda and MegaMan Legends, features a unique twist: players control three characters simultaneously. After years of prototyping, the developer is now focusing on creating a streamlined architecture that prioritizes speed and simplicity. The game aims for modularity, avoiding redundant code and large scripts. By moving away from Unity's visual editor and embracing a code-centric approach, the developer ensures flexibility and scalability. The goal is to build a clean, maintainable system that can adapt to future changes, all while delivering a compelling gameplay experience with dynamic character control.
Takeaways
- 😀 The game is an action-adventure inspired by warrior games, 3D Zelda games, and Megaman Legends.
- 😀 The twist in the gameplay is that the player controls 3 characters simultaneously.
- 😀 The game has gone through several prototypes, with the most recent one being the closest to the developer’s vision.
- 😀 The developer has spent years on prototypes and testing, including experimenting with graphic styles.
- 😀 The developer realized the project needs to be redone with better architecture and planning for a larger, more complex game.
- 😀 The focus is on speed and avoiding overcomplicated game code in order to accelerate development time.
- 😀 A good architecture is needed to separate components, reduce redundancy, and make future changes easier.
- 😀 The developer moved away from using Unity’s visual-based editor, opting instead for a code-based approach for better management of files.
- 😀 The game architecture will have modules for different character behaviors instead of using large scripts with redundancy.
- 😀 A simple C# base class for all modules has been created to make the game 99% independent of Unity, allowing easier transitions to other engines.
- 😀 The developer successfully created a basic character controller using 12 modules, moving away from large, monolithic scripts.
Q & A
What is the main concept of the game described in the script?
-The game is an action-adventure inspired by games like 'warrior games,' '3D Zelda games,' and 'Megaman Legends.' The unique twist is that the player controls three characters simultaneously.
What was the initial approach to game development and how has it evolved?
-The initial approach focused on prototypes, starting with Unity 5. Over time, the developer shifted the game to be more hack-and-slash, and the latest prototype is the closest to the final vision of the game.
What mistake did the developer realize when starting the project?
-The developer realized that the game would be large and complex, which required careful planning. The mistake was not focusing on proper architecture from the start.
Why is architecture so important in this project?
-Architecture is crucial because it speeds up development time and avoids unnecessary complexity in the game’s code. The developer aims for a clean, efficient structure to handle the complexity of the game.
What is the developer’s main goal regarding the project’s code?
-The developer's goal is to keep the code fast, simple, and not overcomplicated. This involves creating a flexible architecture that can easily adapt to future changes.
What approach does the developer take when writing scripts for the game?
-The developer avoids using Unity's visual-based editor and instead opts for a full-code approach. This minimizes issues with managing file trees and makes the code more modular.
How does the developer handle character behavior and control?
-The developer uses modular assets, such as state machines, to control character behavior. This allows different characters to share similar systems while still maintaining their unique control schemes.
Why is the developer moving away from Unity’s built-in components?
-The developer is moving away from Unity’s components because they don’t want to deal with the complexities of the Unity engine’s built-in systems. Instead, they are creating a base C# class that is independent of Unity, making it easier to switch to another engine if necessary.
What specific challenge does the developer face with code separation?
-The developer wants to ensure everything is separated and modular. They emphasize avoiding monolithic scripts like the classic 'PlayerController.cs' and aim for smaller, more independent modules that can be easily reused or modified.
What was the result of the developer’s effort to create a basic character controller?
-The developer managed to create a basic character controller that involved 12 separate modules, indicating the modular approach they’re taking to handle different game systems.
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