
Descripci贸n
Game Flow Template
Game Flow Template is created on the basis of Game Flow experience, but is implemented fully in Blueprints. It can be used for rapid development of classic games with async Level Loading and abstract Sub Modes/Flows approach.
Features:
Async Level Load/Unload
Ready to use UI drafts (Save/Load, Loading screen, Menus)
Ready to use Save/Load system
Extendable and maintainable project template
Sub Modes
Game Flow Template is using only one Game Mode and only one Player Controller class. Instead of Game Modes it enables complex game logic through Sub Modes paradigma. Sub Modes are internal states inside one Game Mode. In most cases it is very similar to Finite State Machine. Each Sub Mode can have logic for entering and exiting.
Ready to use Sub Modes:
Entry (for loading required resources)
Entry Menu (Main Menu)
Flowing (when some Flow is active)
Game
Game Menu
Game Over
Flows
There can be logic that can not be implemented in the form of entering or exiting Sub Mode. For example, it may be needed to load some external resource, etc. Flows idea is used to implement that logic. Flows can provide changes that are not paired like entering or exiting Sub Mode.
Ready to use Flows:
New Game Flow
Load Game Flow From Menu
Load Game Flow From Game
Save Game Flow
Leave Game Flow
Level Transition Flow
Save Load
Game Flow Template is using two levels of Save Game Objects:
Master Save Game Object - by default it contains list of Game Save Game Object, but should be preferred also for settings data, profile data, etc.
Game Save Game Object - by default it contains just Player position and collection of draft structure that is related to Level Data for saving or loading



