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SolarWinds

Sunborn. Sunrise. And Sundeath.

Born of a design doc

  • A fight fast paced game just like RL
  • Something like a mix between RL, Mirror's Edge, Samurai Game, a Versus Game, les marchombres, Titanfall
  • ça va vite, ça meurt vite, round rapide, et tout est basé sur la maitrise d'un controleur simple et systémique Clean code, network
  • Mécanique systéique, interplay, granularité, comme Samurai Gun
  • Gamefeel fort de RL
  • Easy to learn, never mastered

Main Notes

  • Utils is nice. You've a lot of extensions to extract
  • Add Settings/Scriptable Settings just like Avalanche
  • Implement the framework ? Learn from it.

J'aime beaucoup le flow scriptable settings (datas), class C# pure avec injection de settings, ObservableThing et Controller derrière en fin de courses

  • Todo:
    • Implement the framework : parts by parts, just rework it ? Done
    • Reimport and repush all asetts : ok
    • Add DoTween : ok
    • Merge with the other project on desktop from train : ok
    • Git ammend day/night thing for sun stsate events
    • Add Scriptable Settings for data management and easy system
    • Observable : wip
    • Get a better structure like in MC or Aria maybe
    • Impletement the kindof actions system from lucas for entity : talk
    • Add the Outlines.cs Tool

Code Structure Notes - Engine

Core

  • Add a service system, like core. someone who's responsable / entry point for creating stuff like logger and enabling singletons

Camera

  • Nothing fancy here yet. Add Cinemachine wrapper ? Add more generic stuff like wrapper for DoFOv, Shake and so on => Base generic controller ?

Cheats

Datas

  • Move SO datas / settings here. A folder full off datas.

Editor

Extensions

GameEvents

Inputs

  • Todo : Add and Wrap the new input system

Logger

  • Todo : Create the scriptable settings asset

Utils

  • Meshes : ok

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Sunborn. Sunrise. And Sundeath.

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