RemoteDevelopment
Unity
Games
Action
Functionality
Character
Camera
GDC Scroll Camera
Animation
Level
SpawnPoint
Items
Coins, Powerups...etc
Entities
Enemies
AI
input message
Source
output action
states
positional transform
vertical state
onGround
// Level hints can be filtered/ignored based on state
// Ex. While in air ignore crawl bounding volume at entrance to tunnel
InAir
horizontal state
Flip
// Ex. Too many flips looks wierd, if more flips than 1 per second, have enemy pause/idle and think
AI intention
Combat
Attack
// add cooldown timer to prevent rapid attacks
Defend
Movement
// entity
// point of interest : player
Follow
Flee
// null
Idle
// or simple walk back and forth
// level
// use level way points
Patrol
Player
Save Point
Environment
Structure
Tiles
manual
MassOut
Doorways
Paths
Grids
randomGen
Events
(Relationship Between Character and Level)
GUI
FX
Art
Shaders
Mton
Shared
Interface
(entity)
(io)
(detect)
(ai)
Const
Layers
(entities)
players
enemies
bullets
(level)
floor
wall
items
props
Tags
(elements)
wind
fire
water
earth
ice
electricity
AssetStore