Unity - C#
I built this small web-game over a weekend as an exercise in game architecture. The player controls a 'King' that can summon goons. You can play it here!
What I did:
Delegated Input Flow
Instead of the player controlling the King directly, keyboard input is processed by an input manager, which then passes this down to a 'hive mind' that dispatches the desired movement direction as asynchronous requests. This creates the natural stagger when setting off and changing direction.
The command to collect flowers works in a similar way, with the mid-level manager issuing an order to a goon rather than an explicit action.
Data Driven Design
The goons are a single prefab, and they're rank is determined through the application of a scriptable object.
I also built a wave manager that uses 'packs' of 'mob' objects to create bunches of hostile goons, periodically and based on the player mobs rank.
Art & Animation
The goons are a single prefab, and they're rank is determined through the application of a scriptable object.
I also built a wave manager that uses 'packs' of 'mob' objects to create bunches of hostile goons, periodically and based on the player mobs rank.
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