Making of Sentients in Unity3d
Hey, fellow gamers and supporters!
This won't be a very long post, just wanted to share some progress about the making of Sentients and share some software architecture.
While there must be a solution around for enemies in the asset store, I am from those kind of developers that prefer to do their stuff by hand and avoid understanding and integrating foreign code and dealing with foreign bugs that I feel doing so might introduce.
I might as well called them enemies, as that's the main objective of creating this... however, these sentients might not always be enemies, not all kinds of sentients anyway.
Types of sentients
At this point there is only one Sentient named "BasicEnemy", this one is actually an enemy because this prefab shouldn't attack other sentients but only the main character.
There might be other sentients that attack everybody, others that attack everything but the main character (that would introduce allies instead of enemies), others might consider enemies to everyone but sentients of it's kind
The problem is: at this point that's not working yet haha! This variable is not being called anywhere in the logic, therefore it will attack whatever it finds around, that's work in progress so far
Architecture overview
I've tried to make it as composable as possible, so each sentient prefab would have 5 animations: Idle, Usual movememt, Attack, Falling and Death. These movements can be associated with a Movement, which is a script that handles the movement (translation) of a sentient. The only movement that exist right now is "PatrolWalk", which consist on moving around an area cyclically, like a police patrol
The actual movement is managed by the animator FSM, but some transitions still need to be handled, for example at this moment, while the sentient can attack, it won't transition to the attack state, also the transition to falling has some bugs
Conclusion
This is still work in progress, a lot might change, but as you see I want this thing to make it work for as many sentients kinds as possible, so I can create multiple movements and multiple transition management systems so there can be multiple permutation of sentients, and the only thing I'd need to worry about is about animations
Hope this might be a helpful guide in case someone is also developing an enemy system in their game, also if you guys have some feedback, it's more than welcome
Until next time, JB
Get Matter
Matter
Survive in this strange world with only a device that generates matter
Status | In development |
Author | Inti Voxel Games |
Genre | Adventure, Platformer, Puzzle |
Tags | 2D, Action-Adventure, Atmospheric, Exploration, Pixel Art, Side Scroller |
Languages | English |
Accessibility | Interactive tutorial |
More posts
- Back in action: Sentients unveiled, apologies given, and the quest continues!Jun 14, 2023
- Matter Open Alpha 0.8.6Apr 11, 2021
- Jump, slopes and matter controlMar 19, 2021
- When planet exploration goes wrongMar 17, 2021
- Which level makes you die most?Mar 12, 2021
- BUILD! Improved conveyance, added challengesMar 07, 2021
- You will die anyway... new level in progressMar 05, 2021
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