Weapon and Enemy Attributes
Introduction
This sprint my focus was re-implementing a weapon data script to instantiate attributes to an enemy rather than a weapon. This meant familiarizing myself with the classes to a point where I could understand it and then creating a mirror class. Then testing the class in a scene and packaging it up for core.
Goals
- Understand the classes of WeaponData and JsonReader.
- Research and understand Singletons
- Create an EnemyData Class.
- Package the classes for Core.
Personnel
Primary – Christian Hodges | Secondary – Ryley Delaney |
Technologies, Tools, and Resources used
- Singletons in Games Programming: https://gameprogrammingpatterns.com/singleton.html
- Singletons in C# Implementation: https://csharpindepth.com/articles/singleton
What we found out
- When recreating a class file, using the “peek definition” tool allows you to ensure variables have appropriate references.
- The reading of the JSON file called on a null reference when the group of strings weren’t grouped under the name “items”. The reason is unknown but is resolved for the time being.
- Singletons allow for a single instance of one object to be stored in engine memory and called from any class without a reference.
Recommendations
Take the time to understand the script you’re re-implementing. It will make troubleshooting far easier.
If the task only requires you to recreate the script, it may not be efficient for the project to spend large periods of time understanding more complex components. Contrary to the previous statement.
SGD300 Dungeon Siege Project
A series of small tasks and blog posts about the creation of a small project reminiscent of Dungeon Siege
Status | Prototype |
Author | Ryley D. |
Genre | Adventure |
Tags | Game Design, Unity |
More posts
- Bird AI and InheritanceSep 23, 2019
- Brushing Up on Source ControlSep 09, 2019
- Json's, Classes, and StringsAug 20, 2019
- UI AttributesAug 04, 2019
Leave a comment
Log in with itch.io to leave a comment.