Cutie Systems: Difference between revisions

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  * Initialise the saving mechanisms
  * Initialise the saving mechanisms
  * etc. until the game menu waits for player input.
  * etc. until the game menu waits for player input.
=== Game Events Subsystem ===
Same as gametasks but player driven
* '''Game Event''' are scriptable object defining what the event is. One SO for each Game Event
* '''Game Event Listener''' are things that react to a trigger.
* '''Game Event Trigger''' are things that trigger an event.
==== Collectible ====
Collectibles are a sub-class of Events.
They are :
* Consumed on collision
* They have an associated sprite (mostly for the UI, but may be for other use cases)
* They have a temporary cache system for the ones who can be lost when the player gets hurt
* Have two events:
** OnCollect
** OnLoss
* Can be respawned on loss (for PowerUps for example)
==== Checkpoint ====
Checkpoints are a subclass of Triggers :
* They trigger the move to "collected" of the collectibles
* They register themselves as latest checkpoint in the game manager.


== Save System ==
== Save System ==
Line 72: Line 53:
*Game time
*Game time


== Menus ==
= Player Systems =
== Input System ==
=== Player Controler ===
The Input system is event based:
# Key Action triggers event
# Subscribers do their thing
## Motion
## Animation
## Sound
## Special FX
 
Events : https://youtu.be/oc3sQamIh-Q
=== Input Manager ===
Pair of InputManager class and InputManagerSO Scriptable Object that stores the keymap values for each action as a pair of :
* Key Function
** Jump
** Breaking
** Left
** Right
* One or more Keycode associated with the function
 
=== Keymapping and Binding ===
 
* https://youtu.be/YHC-6I_LSos
* https://youtu.be/TD0R5x0yL0Y
* https://youtu.be/t1HXzqDrtxQ


= Player Systems =
== Player State ==
== Control ==
== Control ==
=== Player Control ===
=== Player Control ===
* Jump
==== Jump ====
* Break
Jump is controlled using a Vector2 impulse and different parameters for orientation and feel
* Orientation is dependant on surface normal
* Feel as a component for slower take offs and faster landing which is handled by gravity: https://youtu.be/7KiK0Aqtmzc?t=303
==== Break ====
=== Board Control ===
=== Board Control ===
* Left / Right
* Left / Right -- For snappiest control, choosing the gravity orientation has to be lerped.
=== Keymapping and Binding ===
 
https://youtu.be/TD0R5x0yL0Y
== Player State ==


= Level System =
= Level System =
Line 103: Line 110:
= Camera System =
= Camera System =
== Gameplay Camera ==
== Gameplay Camera ==
=== Camera Follow ===
Cutie Position affects the camera position.
=== Camera Roll ===
Gravity Orientation affect Camera Roll.
== Camera Handoff ==
== Camera Handoff ==


= UI System =
= UI System =
== Menus ==
== Menus ==
https://youtu.be/6DcwHPxCE54?si=KD3q5odexX-RqZEk
=== Main Menu ===
=== Main Menu ===
* Play
* Play
Line 128: Line 141:
= Event System =
= Event System =
Deals with game events as Scriptable Objects
Deals with game events as Scriptable Objects
== Game Events Subsystem ==
Same as gametasks but player driven
* '''Game Event''' are scriptable object defining what the event is. One SO for each Game Event
* '''Game Event Listener''' are things that react to a trigger.
* '''Game Event Trigger''' are things that trigger an event.
=== Reference ===
https://www.youtube.com/watch?v=95eFgUENnTc
=== Collectible ===
Collectibles are a sub-class of Events.
They are :
* Consumed on collision
* They have an associated sprite (mostly for the UI, but may be for other use cases)
* They have a temporary cache system for the ones who can be lost when the player gets hurt
* Have two events:
** OnCollect
** OnLoss
* Can be respawned on loss (for PowerUps for example)
=== Checkpoint ===
Checkpoints are a subclass of Triggers :
* They trigger the move to "collected" of the collectibles
* They register themselves as latest checkpoint in the game manager.


= Dialogue System =
= Dialogue System =

Latest revision as of 03:19, 13 June 2024

Game System

Game Manager

The game manager has 3 part:

  1. Game Manager gameObject: that is launched at startup.
  2. Game Manager ScriptableObject Singleton: that is instantiated by the gameObject
  3. Game Manager ScriptableObject

Game Task Subsystem

  • lists of game tasks
  • Game tasks are scriptable objects that can be synchronous or async
For example: at the start of the game, the only initiated process is the Game Manager.
It then starts a list of game tasks:
* Start the first scene
* Load other subsystems
* Initialise the saving mechanisms
* etc. until the game menu waits for player input.

Save System

  • Affects:
    • Player Preferences
    • Player State
    • All Levels States
  • Functions:
    • Load
    • Save

https://youtu.be/_hAzWgQupms https://youtu.be/aUi9aijvpgs

Save

Local save

  • Save Redundancy (date, and backups / 5 slots backups)
  • Fallback system
  • Autosave based on checkpoints (background thread)
  • Separate
    • Player Preference (in playerprefs)
    • Game Data (as a Json + Hash)

Player Preferences

  • Langage (Localisation)
  • Controls (Key configuration, joystick/keyboard...)
  • Accessibility (Colour blindness, Sticky rolls, Sticky Breaks...)
  • Volume Control (music, sound effects, menu)

Game State

Game Restoring Parameters

Current State of the game:

  • Current Scene
  • Latest Checkpoint

General Stats

  • Game time

Player Systems

Input System

Player Controler

The Input system is event based:

  1. Key Action triggers event
  2. Subscribers do their thing
    1. Motion
    2. Animation
    3. Sound
    4. Special FX

Events : https://youtu.be/oc3sQamIh-Q

Input Manager

Pair of InputManager class and InputManagerSO Scriptable Object that stores the keymap values for each action as a pair of :

  • Key Function
    • Jump
    • Breaking
    • Left
    • Right
  • One or more Keycode associated with the function

Keymapping and Binding

Control

Player Control

Jump

Jump is controlled using a Vector2 impulse and different parameters for orientation and feel

Break

Board Control

  • Left / Right -- For snappiest control, choosing the gravity orientation has to be lerped.

Player State

Level System

Game Map

Contains informations relative to a Biome :

  • The reference scene, made up of proxies
  • The Portals (in what checkpoint do you spawn depending on where you come from)

Portals

Special class of checkpoint that transitions between biomes.

Scene Poxies

Scene Proxies are GameObjects with a 2D Collider that loads a scene on enter, and unloads it on leaving.

Level State

The level state is a accumulation of

  • The Collectible state
  • The GameEvents State

Items System

Camera System

Gameplay Camera

Camera Follow

Cutie Position affects the camera position.

Camera Roll

Gravity Orientation affect Camera Roll.

Camera Handoff

UI System

Menus

https://youtu.be/6DcwHPxCE54?si=KD3q5odexX-RqZEk

Main Menu

  • Play
  • Load
  • Options
  • Exit

Options Menu

https://youtu.be/eki-6QBtDAg

  • Graphics
  • Music/Sound
  • Accessibility

Graphics

  • Fullscreen
  • Vsync
  • Resolution

Sound/Music

Accessibility

Event System

Deals with game events as Scriptable Objects

Game Events Subsystem

Same as gametasks but player driven

  • Game Event are scriptable object defining what the event is. One SO for each Game Event
  • Game Event Listener are things that react to a trigger.
  • Game Event Trigger are things that trigger an event.

Reference

https://www.youtube.com/watch?v=95eFgUENnTc

Collectible

Collectibles are a sub-class of Events. They are :

  • Consumed on collision
  • They have an associated sprite (mostly for the UI, but may be for other use cases)
  • They have a temporary cache system for the ones who can be lost when the player gets hurt
  • Have two events:
    • OnCollect
    • OnLoss
  • Can be respawned on loss (for PowerUps for example)

Checkpoint

Checkpoints are a subclass of Triggers :

  • They trigger the move to "collected" of the collectibles
  • They register themselves as latest checkpoint in the game manager.

Dialogue System

Speech System

Sound System

Background Music

Sound

Localisation System

Current Langage

The current langage is defined in the Player Preference. Default langage is the English (hard coded).

Langage Scriptable Object

Is basically two synchronised lists:

  • Key list for TextMeshPro items in the game
  • Value list for Strings that is the translation to the langage of the original TextMeshPro

Langage Component

Has a player preference hard-link to know what the current langage is. On Awake, langage component interrogate the langage scriptable object to get

Utility - Scene Translator Window

On Opened, will look for all the TextMeshPro component without a langage component and add it. Then offers window with two panels:

  1. Original text
  2. Translated text