Cutie Systems: Difference between revisions

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** Save
** Save
https://youtu.be/_hAzWgQupms
https://youtu.be/_hAzWgQupms
https://youtu.be/aUi9aijvpgs
=== Save ===
=== Save ===
Local save
Local save

Revision as of 19:58, 28 May 2023

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.

Game Events Subsystem

Same as gametasks but player driven

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-wide management of:

  • Character States
  • All Levels States
  • Play/Pause

Menus

UI

Background Music

Sound

Player Systems

Player State

Player Control

Level System

Level State

The level state is a accumulation of

  • The Collectible state
  • The GameEvents State

Items System

Camera System

Gameplay Camera

Camera Handoff

Event System

Deals with game events as Scriptable Objects

Dialogue System

Speech System

Localisation System