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.
Author: admin
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
D20 RPG – Ancestries
“To forget one’s ancestors is to be a brook without a source, a tree without a root.” – Chinese Proverb
D20 RPG – Hero Party
“It’s party time, it’s excellent!” – Wayne, Wayne’s World
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D20 RPG – Enemy Pathfinding
“Run Away! Run Away!” – King Arthur and His Knights, Monty Python and the Holy Grail.