So far our project can go from a loading screen to a main menu. You can “start” a “New Game” but nothing is really happening under the hood. The AppFlow will just start another pass of its own loop and show the menu once again. In this lesson we will connect the menu selection to the process of actually creating a game.
It’s a bird, no it’s a plane, no – it’s interface injection!
In the previous lesson we started implementing the Main Menu. In order to see what you were working on I provided a temporary “DemoFlow” method that connected together the various abilities of the menu into a sequence of tasks. In this lesson we will elaborate on the idea of a “Flow” as a reusable pattern – one which is an alternative to the StateMachine.
Controlling a sequence of events over time can be tricky. This is particularly the case when there is a lot of state that can be changed from more than one path through your code. In this lesson we will see how task based asynchronous programming can approach this problem while creating a Main Menu scene.
It has been a while since my last post, and you may need to wait a bit longer still. With the arrival of summer I have had a lot happen all at once, family moving, a wedding, vacation coming up etc. This is only a quick post so you all know I am still here and to give a quick preview of what is coming next…
Ability scores are an important game mechanic that relate the skills and abilities of creatures and characters to a simple number.
An Entity is nothing without its Components. It does nothing without its Systems.
Have you been wondering how we are going to persist our object graph? In this lesson we take the next step in laying that foundation by creating a unique identifier for everything.
There are many types of Collections beyond List. Let’s discuss them and show how to make them work with our Data, including serialization.
In this lesson we will be creating a system that will let us easily persist the entire object graph of our game.