RemoteDevelopment

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Unity

Games

Action

Functionality

Character

Camera

GDC Scroll Camera

Animation

Level

SpawnPoint

Items

Coins, Powerups...etc

Entities

Enemies

AI

input message

Source

output action

states

positional transform

vertical state

onGround

// Level hints can be filtered/ignored based on state

// Ex. While in air ignore crawl bounding volume at entrance to tunnel

InAir

horizontal state

Flip

// Ex. Too many flips looks wierd, if more flips than 1 per second, have enemy pause/idle and think

AI intention

Combat

Attack

// add cooldown timer to prevent rapid attacks

Defend

Movement

// entity

// point of interest : player

Follow

Flee

// null

Idle

// or simple walk back and forth

// level

// use level way points

Patrol

Player

Save Point

Environment

Structure

Tiles

manual

MassOut

Doorways

Paths

Grids

randomGen

Events

(Relationship Between Character and Level)

GUI

FX

Art

Shaders

Mton

Shared

Interface

(entity)

(io)

(detect)

(ai)

Const

Layers

(entities)

players

enemies

bullets

(level)

floor

wall

items

props

Tags

(elements)

wind

fire

water

earth

ice

electricity

AssetStore

BlubberBuster

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