Remove Asset Remove Console Remove Data Remove Scripting
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D20 RPG – Backgrounds

The Liquid Fire

Start from a json document that holds all the information about Backgrounds, create a parser to turn that document into project assets (prefabs), and use Addressables to load the assets at runtime when we need them. We will take a pretty similar approach to the way that Ancestries were implemented.

Asset 52
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D20 RPG – Ancestries

The Liquid Fire

Some choices I have used in the past include things like spreadsheets or even json data. Spreadsheets are great for the quick viewing and editing of large quantities of data, whereas other structures like “Json” can represent more complicated relationships. We are going to build an Ancestry as a project asset.

Asset 52
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D20 RPG – Board

The Liquid Fire

In this lesson we will look at making custom boards for our encounters that are data-driven and skinned in a Tilemap. Board Data Let’s begin by creating a ScriptableObject that can live as a project asset and hold all the information we will need to represent a board for our combatants to fight upon.

Tile 52
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Why 70% of Developers Prefer Unity for Mobile Game Development 

iXie gaming

More gamers prefer games that can be played on multiple devices, including consoles, laptops, and mobile devices. Additionally, you can deploy games on all popular devices and platforms, from iOS and Android to web plugins and consoles. Unity Asset Store Unity Asset Store was launched in 2010. And that’s where Unity wins.

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D20 RPG – Combat Flow

The Liquid Fire

Entity Set System So far, many of our Entity component systems were based on a Dictionary, which mapped from an Entity to the particular bit of data that was relevant to it. With the dictionary based systems, the extension would be based on the same data type as the value of the dictionary. Add(this); else ICombatantSystem.Resolve().Remove(this);

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D20 RPG – Dice Roll

The Liquid Fire

At the root are the Assets and Packages folders. The Assets folder contains: A Scripts folder where we will primarily be working from. A Tests folder where we can add unit tests for our scripts. The Scripts folder has two folders. The Dependency folder contains the script for our Interface Injection pattern.

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D20 RPG – Main Menu Flow

The Liquid Fire

Transient data can’t be easily shared between states (if a state provides data, it may need to be saved to a more global location for use by other states) These are all issues that I feel are solved by using async and await. Main Menu Flow Create a new folder: Assets -> Scripts -> Flow.