The more editable your game is – the more features in it that have their own Inspector view – the easier it is to debug. The more modular your game is, the easier it is to test any single piece of it. This one is really a sub-pillar to the first two. The more you can change your game at runtime, the more you can find balance and values, and, if you’re able to save your runtime state back out like Scriptable Objects do, you’re in a great place. It’s crucial that your team can make changes to the game at runtime. If designers are able to piece things together in the game without having to ask for an explicit feature – largely thanks to implementing tiny components that each do one thing only – they can potentially combine such components in different ways to find new gameplay/mechanics, Ryan says that some of the coolest features his team has worked on in their games come from this process, what he calls “emergent design’”. If your systems are set up to be as modular and component-based as possible, it makes it easier to edit them, including for your artists and designers. When you design your game systems to be like machines that process data as instructions, you can make changes to the game efficiently, even when it’s running. Make as much of your game as data-driven as possible. This makes it easier to piece multiple components together to build something new. That way, most of your check-ins are at the prefab level, which results in fewer conflicts in the scene.įocus each component on solving a single problem. This helps a lot with source control with bigger teams, wherein scenes are a list of prefabs and your prefabs contain the individual functionality. As much as possible, every single prefab that you drag into a scene should have its functionality contained inside it. Set up Prefabs so that they work on their own. This allows you to have scenes that have unique behavior that was not present in other scenes, without having to do a hack. Every time you hit a scene, it should be a clean break and load.
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