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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
- Purchased 3 set of animation for combat 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
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