23. Framework Setup
Data driven “Entity-Component System”
oCommonly used techniques in Game Dev
o“Entity” just consists of ID number of a GameObject
oWhereas “Component” consists of all the data that
represent the Entity
oMeanwhile “System” handles all the logic and mechanics
WIWING@ALKEMISGAMES.COM
27. Data Design
• Data that construct the entities in the game and it
won’t be changed unless the designer want to do it
• i.e. Unit base data, Enemy data, Item data, etc.
Static data
• Data that will be changed very rapidly over the time
• i.e. User/Player data, Unit data, Inventory data, etc.
Dynamic data
WIWING@ALKEMISGAMES.COM
28. Data Design (II)
Attack
Base Attack
Attack
Multiplier
Bonus
Attack
WIWING@ALKEMISGAMES.COM
Health
Defense
Accuracy
36. Scripting
Use scripting to handle some specific mechanics (formulas,
AI, etc.) or even UI placement if possible
oe.g. lua, javascript, boo script, go script, etc.
WIWING@ALKEMISGAMES.COM
Features:
What features do they offer?
Are these features needed for the game?
Do these features can effectively enhance the development process?
Technical Support:
Do they support multiple platforms?
How is the game engine support for the latest OS version?
How is the game engine support for the latest technology available?
How is the game engine’s creator support?
Performance:
How is the game engine’s general performance?
How is the performance on low-end devices?
Is it hard to optimize the performance?
Flexibility:
Do they offer modification over the game engine’s core?
How easy to modify the game engine’s pipeline according to your needs?
App Size:
How much is the size of the game engine runtime?
Can the app size be reduced?
Do they offer DLC update?
Act as the guidance during development
Programming Guidelines
Art Guidelines
Animation Guidelines
Create strict but easy to understand guidelines
Decompose entity into very detailed data
Avoid data redundancy
Understand how the computer works especially in Game Development
Processor
CPU cache
RAM
GPU
Input / Output
Etc.