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Game Development Patterns with Unity 2021

You're reading from   Game Development Patterns with Unity 2021 Explore practical game development using software design patterns and best practices in Unity and C#

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Product type Paperback
Published in Jul 2021
Publisher Packt
ISBN-13 9781800200814
Length 246 pages
Edition 2nd Edition
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Author (1):
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David Baron David Baron
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David Baron
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Table of Contents (22) Chapters Close

Preface 1. Sections 1: Fundamentals
2. Before We Begin FREE CHAPTER 3. The Game Design Document 4. A Short Primer to Programming in Unity 5. Section 2: Core Patterns
6. Implementing a Game Manager with the Singleton 7. Managing Character States with the State Pattern 8. Managing Game Events with the Event Bus 9. Implement a Replay System with the Command Pattern 10. Optimizing with the Object Pool Pattern 11. Decoupling Components with the Observer Pattern 12. Implementing Power-Ups with the Visitor Pattern 13. Implementing a Drone with the Strategy Pattern 14. Using the Decorator to Implement a Weapon System 15. Implementing a Level Editor with Spatial Partition 16. Section 3: Alternative Patterns
17. Adapting Systems with an Adapter 18. Concealing Complexity with a Facade Pattern 19. Managing Dependencies with the Service Locator Pattern 20. About Packt 21. Other Books You May Enjoy

Designing a replay system

Before describing the replay system design that we will be implementing in this chapter, we have to declare some specifications about our game that can influence the way in which we will implement it. 

Specifications to keep in mind are as follows:

  • Deterministic: Everything in our game is deterministic, which means we don't have any entities with random behaviors, and that makes our replay system simpler to implement because we don't have to worry about recording positions or states of entities that move in our scene like enemy drones. We know they will move and behave the same way during the replay sequence.
  • Physics: We are minimizing the use of the physics features of the Unity engine as our entities' movements are not determined by any physical properties or interactions. Therefore, we do not have to worry about unexpected behaviors when objects collide.
  • Digital: All our inputs are digital, so we do not bother to capture or handle...
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