Cutie Systems: Difference between revisions
Line 78: | Line 78: | ||
= Level System = | = Level System = | ||
== Game Map == | |||
Contains informations relative to a Biome : | |||
* The reference scene, made up of proxies | |||
* The ingress points (in what checkpoint do you spawn depending on where you come from) | |||
* | |||
== Level State == | == Level State == | ||
The level state is a accumulation of | The level state is a accumulation of |
Revision as of 09:53, 6 June 2023
Game System
Game Manager
The game manager has 3 part:
- Game Manager gameObject: that is launched at startup.
- Game Manager ScriptableObject Singleton: that is instantiated by the gameObject
- 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.
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)
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 Map
Main Scene containing GameObjects as proxies for a biome.
Game Restoring Parameters
Current State of the game:
- Current Scene
- Latest Checkpoint
General Stats
- Game time
Menus
Player Systems
Player State
Player Control
Level System
Game Map
Contains informations relative to a Biome :
- The reference scene, made up of proxies
- The ingress points (in what checkpoint do you spawn depending on where you come from)
Level State
The level state is a accumulation of
- The Collectible state
- The GameEvents State
Items System
Camera System
Gameplay Camera
Camera Handoff
UI System
Event System
Deals with game events as Scriptable Objects
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:
- Original text
- Translated text