It is literally exactly the same thing as playing Starcraft. That's what it's really all about, micro time saving and maintaining a flow state in your work. Because when you edit scripts, the game crashes in the editor and you need to restart it. That's my #1 consideration from the very beginning, how to limit the need for editing scripts. in my next game, it'll be even more efficient because I'll be tweaking everything while playing the game. I must have saved hours just by not having to scroll through code to modify stupid little things like the spawn rate of this object, or the falling speed of that object. Using the editor and the genius of prefabs is actually the #1 way I have saved time at all.įor example, how would you structure your levels and stages? Complicated structures, right? What I did was literally create an array of Stage classes that contained an array of Wave classes, and I just tweaked each level right in the editor, collapsing the stages when I was done working on them. If two objects are similar, copy and paste them and then add another script to give you the changes to the other object where it differs from the original. The best way to think of it is you start with a basic slate and then you add layers of functionality to these blank slates. Then you end up getting the majority of your functionality through a few drag and drops and you just add a controller script to an object to get the behavior that is unique ONLY to that object. This means generalizing as much as possible. The key for me has been making every script I write 100% reusable as much as possible. Compare this to the cycle of test, stop, edit and trying to design ingenious class hierarchies. You end up spending most of your time tweaking values in the editor to fine-tune the behavior of different objects. It's fast as heck if you make everything modular.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |