Tactics RPG State Machine

This week we are going to create a State Machine which, over time, will handle all of the states which ultimately control our game’s logic. Initially I will create a state which is responsible for initialization (creating the game board, etc.) and then we will add another state which allows us to move the tile selection indicator around the board using events from our Input Controller. We will also add a simple Camera Rig to make sure that the game camera is always looking at something relevant.

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Tactics RPG User Input Controller

In this lesson we will be writing a component to manage user input. We will work with Unity’s Input Manager so that your game should work across a variety of input devices (keyboard, controller, etc). The component we write will be reusable so that any script requiring input can receive and act on these events.

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Random Encounters and Polymorphism

I was looking through Final Fantasy guides to get ideas for architecture.  In particular I looked at a Final Fantasy 1 handbook by Ben Siron.  I was intrigued by his simple presentation of the Enemy Domain Mapping system – showing what monsters appear in random encounters at each location of a map.  Put simply, there were several “recipes”, each referred to by a single letter, and those letters were arrayed in a grid according to the layout of a map.  It was a simple way to store a complex amount of information in an efficient way.  Here is an example recipe: Continue reading