par Mike Ton Il y a 9 années
302
Plus de détails
Const
Tags
(elements)
electricity
ice
earth
water
fire
wind
Layers
(level)
props
items
wall
floor
(entities)
bullets
enemies
players
Interface
(ai)
(io)
(detect)
(entity)
Xform
(pos)
(horizontal)
onFlip
(vertical)
(in Air)
OnFall
OnApex
OnRise
onCrouch
onSlide
onIdle
(vel)
vPos
vState
bApex
bFall
bRise
bStand
hPos
hState
bDash
bWalk
bIdle
(prev)
prevVSTATE
prevHSTATE
prevPos
PowerUp
OnStatDN
doDevolve
OnStatUP
doEvolve
// swaps out with evolved version
Weapon
OnUnequip
OnUse
doReload
OnEquip
var
eType
consumable
range
melee
default
Health
(func)
OnHit
doDeath
OnSpawn
(var)
iHealth
iLife
bInvincible
// Can entity be hurt ??
// Good for temp invincible after respawn/damage
// Super Mario star
Art
Shaders
NPR
Brdf
Toon
Guilty Gear Xrd GDC Presentation
http://miketon.posthaven.com/maya-cgfx-shader-inspired-by-guilty-gear-xrd-gdc-presentation
https://www.youtube.com/watch?v=yhGjCzxJV3E
PBR
Functionality
Events
(Relationship Between Character and Level)
FX
GUI
Level
Environment
Structure
Grids
randomGen
Tiles
manual
MassOut
Paths
Doorways
SpawnPoint
Player
Save Point
Entities
Enemies
AI
output action
states
AI intention
Movement
// level
// use level way points
Patrol
// entity
// null
Idle
// or simple walk back and forth
// point of interest : player
Flee
Follow
Combat
Defend
Attack
// add cooldown timer to prevent rapid attacks
positional transform
horizontal state
Flip
// Ex. Too many flips looks wierd, if more flips than 1 per second, have enemy pause/idle and think
vertical state
InAir
onGround
// Level hints can be filtered/ignored based on state
// Ex. While in air ignore crawl bounding volume at entrance to tunnel
input message
Source
Event
game rules
ex : Flag captured ! Seek and Retrieve
Time
idle/pause/rest
// suggest that AI can think
//Can be interrupted by important state change
//Such as found player!
Collision
Volume
level hints
special
change
mode
walk to crawl to navigate upcoming crawl space ???
weapon
//open space == draw range weapon
//enclosed space == draw melee weapon
combat
supply box == refuel
bunker down
general
turn
jump
vertical
// passing through floors
// down
// hack !
// tune time until enemy falls past floor
// hack?
// on trigger enter with floor, turn off collision
// on trigger exit with floor, turn collision back on
// calculate height of enemy
// turn collision back on
// turn off collision until that delta dist is done
// up
// on vector down
// reactivate collision logic
// on vector up
// turn off collision
// or switch collision layer
horizontal
bSafeFall
false
// Can randomly decide not to jump
true
// Must always jump
// can specify magnitude based on trigger
// long jump for larger obstacles
// hop for small gaps
self entity radius
visibility
boundary
//radius should be > stride length/velocity
ex:
end of ledge
//pause and turn around ??
found player!
// delta time between spotting player and taking action to simulate thinking/intelligence
// dumber == long delta
// smarter == short delta
Items
Coins, Powerups...etc
Character
Animation
IK
matching transform to runtime markers
FK
reading clip off disk
Camera
GDC Scroll Camera
https://docs.google.com/document/d/1iNSQIyNpVGHeak6isbP6AHdHD50gs8MNXF1GCf08efg/pub
http://www.gdcvault.com/play/1022243/Scroll-Back-The-Theory-and