Categorieën: Alle - unity - health - interface

door Mike Ton 9 jaren geleden

309

RemoteDevelopment

The provided text outlines various components and functionalities relevant to game development, particularly within the context of Unity and remote development. It details specific states and transitions for character behaviors, including actions in the air, on the ground, and during various conditions like rising, falling, or idling.

RemoteDevelopment

RemoteDevelopment

BlubberBuster

Unity

AssetStore
Mton
Shared

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

Games
Action

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