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Game Flow Template

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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

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