It’s been a little while since I last updated my D20 project series. So, I want to take a moment to “reflect” on the architecture pattern I had been using for managing dependencies. There is a bit of a play on words there, because I had so much fun with “reflection” in my previous post, that I decided to experiment a bit more on how it could be used for a something that feels like auto-injection.
Tutorial
Attributes & Execution Order
When working in Unity, a lot of times making good use of both Awake and Start can be enough of an “execution order” to handle the initialization of your systems. For example, you can use Awake to make sure that local references are hooked up, then use Start to handle any coordinated or delayed initialization that might need to occur. This lesson is really about what you do when those two entry points are not enough.
D20 RPG – Weapons
“Whoever said the pen is mightier than the sword obviously never encountered automatic weapons.” – Douglas MacArthur
D20 RPG – Attack Training
“We have so much time and so little to do. Strike that, reverse it.” ― Roald Dahl
D20 RPG – Perception & Initiative
“I see what you did there.” – source unclear (see what I did there?)
D20 RPG – Saving Throws
I had planned for the next step in creating our hero party to be implementing the hero’s class. However, the class holds several bits of information around mechanics we still need to implement, so we will take a bit of a detour, starting with Saving Throws.
D20 RPG – Backgrounds
“Blacksmithing might be an ancient profession, but you are its cutting edge…” – Alloysmith, Pathfinder
Godot Tactics RPG – 06. Anchored UI
7thSage again. Welcome back to part 6. This time we’ll be working on some scripts to make working with anchor points in code a bit simpler, and allow us to animate some things in our UI.
D20 RPG – Ancestries
“To forget one’s ancestors is to be a brook without a source, a tree without a root.” – Chinese Proverb
Godot Tactics RPG – 05. Pathfinding
It’s me 7thSage again. I’m back again for part 5. Pathfinding. I expect that this is probably the one a lot of you have been waiting for. Some of you may be expecting us to go down the road of A*(read as A Star), instead we’ll be using a simpler, and in this case faster, method. As we need to find all possible tiles a unit can move to, A* quickly bogs down because it is designed to find a single path from point A to B as quickly as it can, but finding a path from A to B-Z is a lot of individual paths. During our search instead of saving multiple paths, we leave trails of breadcrumbs that we can follow back from any tile we later choose.