Level up your code with game programming patterns: Pattern combo | Tutorial

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In this final video of our programming design patterns video series, we’ll go through an action/fighting game combo system that integrates the design patterns we’ve explored so far. You’ll learn how the different patterns work together to create this action sample.

Timestamp:
[0:00] Intro
[0:39] An overview of the project
[1:13] Game actions
[2:09] The ComboQueueManager
[3:02] Display Button
[4:16] The journey of a button press

#unity #unity3d #gameprogramming #unitygamedev #gamedev #gamedesign
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please put all design pattern videos into a playlist.

mfaxyz
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This series of design patterns is truly enlightening and helpful. Thanks a lot!

mjkkaya
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Thanks for watching our patterns series!

Truly appreciate all the enthusiasm, feedback, and suggestions.

Maybe the real Joke Factory is the friends we make along the way. ☺

HomeMech
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Wait a minute, this voice seems familiar... big congrats HomeMech!
Always been a fan, always will be. Thanks!!!

ReneSteenNielsen
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So helpful. Thank you for this work. Please do keep these coming.

benjaminlehmann
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I’ve been waiting for this tutorial. It came just in time!

Reeniepie
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There's a lot of good stuff in here.
Also I never thought about using static classes for events... It's kinda convenient. I sometimes use scriptable objects as "channels" for that, like they did in chop chop, or whatever it was called, the Unity community project.

niuage
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With game development you have to learn more ways to make the structure of the code. The video is great 👍, still a little confused, will rewatch it later

TheCatargo
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Great tutorials. It would be a great to follow up with a rollback netcode tutorial. Because this Combo Queuing tutorial is essential to rollback netcode.

mccheong
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Your voice is just like that official blender stream guy 😂

hiperfx
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That... can actually be used in almost any game, doesn't it? As a way of adding some "timing tolerance" to the inputs?
By that I mean : pressing two buttons "at the same time" wouldn't have to be at the exact same frame anymore, which can improve the feel massively. In fact, I'm pretty sure a good fraction of modern action games use that kind of system.

AnAngelineer
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Truly curious on this, but why did you make combo specific classes (comboUpB) and not a more dynamic class to handle execution of more than one combo?

jamestrowbridge
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Am i the only one who to slowdown video to understand clearly? But anyway thanks for the providing information. 😊

rushabhgohel
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KISS principle is deep in trash here I see...I understand is for tutorial but still. So many people are probably confused :)

JustFor-dqwc
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Although it looks cool, and shows the usage of different patterns, I don't recommend anyone to use this in their game, as it's the literal definition of over engineering. You could literally eliminate 70% of the code here and still maintain good separation of concerns, better readability and testability.

NadjibBait
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Watch at 0.5 speed and thank me later. He talks too fast and non stop.

Niyazi-
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The concept is complicated and as if that isn't sufficient, the narrator's pace is as if she is being chased by a dog. Go slow. Just because a concept is clear to you, it doesn't mean everybody else understands it with the same clarity.

anuraagchandra
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If I wanted to use OOP patterns with C# for 3D mobile game development, I would just use Godot. Unity's main strength as compared to Unreal and Godot is its DOTS technology to boost the performance with C#, not OOP

containedhurricane
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My brother in christ! you werent even able to make a game, we wont forget GIGAYA. All your advices sound pointless and cant be trusted. You literally werent able to make a game with your own engine and cancelled halfway.