Game Manager

Author: zelixsphere 271 views

What is the Game Manager?

The Game Manager should be considered (as it usually is what all Gaming Software) the “Central Hub” for all important configurations and settings of your Game Experience. Given that this module is designed for RTS, it has a strong RTS mechanics in it to “help” control this experience, your potential game players may experience.

This said, the Game Manager also affords the Game Developer abilities to control their games they are creating in scopes and genera’s exceeding beyond the RTS spectrum.

 

What options can you change or influence?

Components of the Game Manager- with color key for above image

  • Green = Game Manager Component
    • Should be placed on its own Empty Game Object then named as you see fit
  • Orange = Navigation to the three (3) main sections of the Game Manager
    • RTS Features
    • Game Manager
    • Game State Manager
  • Red = This section specifically will be explained further in as we go through each tabs section(s)
    • Keep in mind as we go through each section of the Game Manger, although the sections & options will change, the important area to look at will be the red section, as we move forward.

Game Manager - RTS Features

This RTS Features affords you the following check boxes, to literally turn on or off certain functions of a RTS Game your developing.

  • Its important to note, that in order for these check boxes to work with no issue at least the following must be in scene for this check box system to work as its designed.
    • Game Manager
    • Resource Manager
      • Ideally a resource node created
        • Doesn’t have to be in scene
    • Unit Manager (at least one)
      • Ideally a prefab Unit created
        • Doesn’t have to be in scene
  • State Machine
    • This system turns on & off the ability for units to use their preprogrammed AI that would have been created using the system AI Maker or from what I have provided with the software.
    • You would normally keep this on
  • Wandering
    • This system turns on & off the ability for units to Wander  around a specific area of the Game Scene.
    • This system does not require State Machine, as it uses its own AI system, separate of State Machine
    • More information about this custom Wandering System can be found here.
  • Resource System
    • This system turns on & off the ability for units to have the ability to collect resources in the Game Scene.
    • This system requires State Machine, if you choose to keep this on, as it requires AI from it.
      • The exception is in the case of first or third person single player resource collection as reflected in the appropriately named example in Resource Maker 2.
  • Melee Combat
    • This system turns on & off the ability for units to have the ability to do Melee Combat in the Game Scene.
    • This system requires State Machine, if you choose to keep this on, as it requires AI from it.
    • More information about this system can be found here.
  • Shooting Combat
    • This system turns on & off the ability for units to have the ability to do Shooting Combat in the Game Scene.
    • This system requires State Machine, if you choose to keep this on, as it requires AI from it.
    • More information about this system can be found here.

Please continue to Game Manager 2, for additional information related to the other tabs. 

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