DevLog 8: The One About Movement

Last month, I set out to start creating a single character system using the Unity DOTS Framework. For those unfamilair with the DOTS acronym, Data Oriented Tech Stack, this is Unity’s implementation of the Entity Component System. Time for a progress report.

  • Review the new Input System
    • I have decided against using the new Input System package. This is mainly because I am going to roll out my own system using ScriptableObjects. Also right now, Unity has been doing a poor job of providing useful information on the new packages.
  • Write a single movement system that can be used both AI based and Controller driven Animator StateMachines
    • Complete and tested using Infinite axis AI System.
  • Create an Input System for Controller and Keyboard focus on rebinding at runtime
    • For this, I have created a ScriptableObject that will hold each button keycode.
    • Adding a new subtask of creating a UI system for rebinding the controls.  This will be do in a much later update as it is not mission critical.
  • Create a switching system to change between party members
    • Needs more work
  • Stretch Goal Combat Animation
    • Purchased 3 set of animation for combat system.
      • Grim Reaper
      • Rapier
      • Sword
    • New Subtask added Create a Button queuing system

If you are interested in the system, you can find it here. The animation I am using for the Controller are not include. There are links to purchase them. I am not affiliated with the Animation Creator

This entry was posted in Uncategorized. Bookmark the permalink.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s