Dev Log 9: Carrying Momentum into a New Year

Happy Year everyone!!!

Between the Holiday celebration and family gathering, I have working on Project Rebirth and the Unity DOTS Character Controller System. At this point, the system is entering the most difficult part of  development, polish and refinement. The core system has been completed and run well. Now it is time to make those small tweaks, performance improvement and add the features that make games ohh and awe.

 

 

2020-01-05 10_52_02-ECS Based Animator Controller on Project Unbound _ Trello

Unfortunately, most of the work requirement on the controller system requires me to back burner the project until other systems are up to date. The two big things left to do are create UI system for rebinding and saving controller inputs at runtime and Aerial Combat. At this time, I still need to develop UI and Game Saving System as well as decide the nature of combat for my project. Are players going to be able to Fly through the sky and fight DBZ style or simply be able to jumping attacks that hold them in the air while attacking? At this point, it is unclear.

In order to get a better idea of performance cost, I have decide to make a sample game that will combine the DOTS Infinite Axis Utility AI system I created as part of Devtober with DOTS Character Controller. In addition to testing performance, I will be able to get feedback on what works and what needs a redesign.

For those of you who actually do use or review the GitHub repo, I am working on adding a wiki for usage of both, the Character Controller and IAUS AI systems.

Next steps.

The next phase is to work on the same game mention above. Today, I will starting a new GitHub repo for a Spawning System using Unity DOTS. The objective is to create a single spawning system that can be used to spawn all objects. Enemies, Allies, Items, and Loot Drops will all be spawn on the map using this single system. As soon as I get things setup, I will post links to the repo.

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