#The Remedy "Toolkit" (Decoupled Tool Suite) ~ Free For Early Adopters

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noble phoenix
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Hey guys! I'm Chihiro Wolfe, the lead dev of the project Tails Adventure Armada. I've been developing a Toolkit that our team will be primarily using to build the game. In this Devlog I'll show off the features of the Toolkit that have been developed, as well as those that are actively being developed.

(Screenshots of each feature coming soon)
Technical Features

  • Global Game Data Window:
  • Opt-in Asynchronous ScriptableEvent Architecture (with Channel Based Communication, Analytics Payload Generation, and Netcode Event Syncing):
  • Opt-in Visual Scripting Flow Graph (Inspired by Unreal Blueprints, goes well with ScriptableEvents):
  • Level Design Tools:

Gameplay Features
First, these are all completely decoupled, as in they do not depend on each other. They depend on the existence of the Technical Features, but do not require the user to interface with them (can you write C# code that directly interacts with these systems without touching anything else).

  • Physics Based Character Controller (base inspired by Toyful Games, includes Flight/Hover, Wall Slide and Ledge Grab):
  • Weapons System (Equip and Unequipping Weapons, can be used for any type of weapon or combat with optional collision mesh references, and has extensive options for the functionality of firing and projectile behaviour):
  • Damageables (Health/Damage system. Can also be used for any other type of interaction, as it includes a DamageLayer system):
  • Inventory (Handles collection of items, whether from the world or in any other form. Connecting this to the Weapon System allows communication between the Weapon System, for example, for picking up/dropping weapons in the world. Loads of other options too, of course):
  • State Machines (Different kinds of Event Based StateMachines. One for enabling/disabling MonoBehaviours, one for Timeline State, and more):
  • More: Audio Management, Camera Management, Level Design, Scriptable Event to Animation and Material Communication tools, etc.
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Creating custom Trigger Volumes for firing ScriptableEvents

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The Game Data Window

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The MBStateMachine let's you define conditional ScriptableEvents that determine whether said state can be moved into yet...

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Which state (or any) you need to be in in order for the transition to happen, and also the Event that actually triggers the switch.

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This kind of State Machine shines for Player Based functionality, because you need it to respond right away to player's interactions with the game.

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I even use it for switching between Camera Modes. Orbital and Shoulder.
The Orbital mode immitates Super Mario Oddesy's camera in many ways, as it's designed for platforming. That said, there a ton of tiny optimizations attempt to leave the character in the camera's view.

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Naturally, the Shoulder Cam is a bit different. It's designed for Third Person Shooters. As such, it's functionality it more in line with optimizing aim and rigidly affixing itself to the character's shoulder so you can strafe and dodge projectiles easier.

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The Remedy "Toolkit" (Decoupled Tool Suite) ~ Free For Early Adopters

noble phoenix