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Post by onesoftgames on May 25, 2017 3:39:06 GMT
Hi, I starting making a shmup (like sky force) game using core game kit (CGK). So it is better to get comment and advice about game architect from author of CGK I will describe my game using the different term of CGK, so you can easy mapping and clear about my purpose, (And sorry for my bad of English, anyway) - My game has 30 missions ( equals each button on map) - The player ship fly through from start mission to the end. - Each mission have 3 part ( for example, part 1 show small enemies, part 2 contain obstacles only, part 3 have enemy strong like a boss ) - Each part have 5 turns, each turn have 10 enemies fly by a path (waypoint system) So, game logic will follow the rule: - Turn ended when all enemy die - Part ended when all Turn finish - Mission Victory when the player ship passes all Parts - Turn will start (create, generate, appears from edge of screen) by fixed time or by condition that previous Turn is finished - Each enemy will have many actions, but the framework only need to know when enemy die (Something like killable script attached, I guess) Can you comment how to achieve it in CGK? How to map Mission, Part, Turn, Enemy into Level, Wave or something specific on CGK? Thank so much, admin!
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Post by DarkTonic Dev on May 25, 2017 4:14:04 GMT
1) Your "turn" will happen when a global elimination save is complete (which is when all things spawned during the wave are despawned or otherwise killed). 2) Your part will be a series of waves in a level (that's how they are grouped). 3) Mission Victory can be set up with code or Playmaker using a Level Settings Listener (Listener classes hook into various CGK events like Wave Completed / Level Completed / Win / Lose etc. 4) You can have the next turn either start immediately or automatically pause waves between and display an animation or whatever, then unpause to start the next wave. 5) Yes, the Killable dying (or despawning, such as when it goes offscreen - there are a few other options too like timed death) will trigger the end of wave when all are gone.
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Post by onesoftgames on Jun 27, 2017 7:58:43 GMT
Sorry for late response. Thank so much admin! Can we manually create waves and levels in CGK (Using code) ? So I can totally control the flow of mission.
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Post by DarkTonic Dev on Jun 27, 2017 15:45:53 GMT
It's theoretically possible but that would be a ton of code. You'd also have to create the wave specifics for each spawner using those waves. I wouldn't recommend it.
What is much easier (this is what we do) is to create all possible waves and then set some as optional depending on what happens in previous waves using the "Skip wave criteria". This requires no coding usually.
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Post by onesoftgames on Jun 28, 2017 9:40:01 GMT
Hi admin, Thanks, I will try to using CGK inspector to construct mission. After spawn enemies, how can I make them move by path for example , 5 enemies spawn in the wave will fly by a path create by simple waypoint system - www.assetstore.unity3d.com/en/#!/content/2506 Thank so much!
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Post by DarkTonic Dev on Jun 28, 2017 15:45:41 GMT
We have no AI or pathing. You will need another plugin for that. You will also need to reset the state of your prefabs in OnStart method (called each time they spawn by Pool Boss) so they don't remember stuff from the previous spawning.
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Post by onesoftgames on Jun 29, 2017 2:17:53 GMT
Yes, I mean path will create by Simple Way Point Plugin (Yep and maybe other plugins). So if i want all enemy in wave move by that path, i will need to call it inside OnStart method?
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Post by DarkTonic Dev on Jun 29, 2017 3:07:26 GMT
No. You need to call it in OnSpawned. That will get called every time it spawns. With pooling systems, Awake and Start events only get called the first time something spawns, so that wouldn't work.
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Post by onesoftgames on Jun 30, 2017 9:43:22 GMT
Thank so much!
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Post by DarkTonic Dev on Jun 30, 2017 16:06:46 GMT
No problem.
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