Prelude - Part 5 - Architecture


At this point, no where near an expert at this, nor do I consider myself to be, at this current point, but I noticed it was just a whole jumble of bad, I had just learned about design patterns so I figured I had to be linking my pieces the wrong way, so I just set out to search for a solution.

More knowledge.

So I found Unity3D College Channel on Youtube, watched quite a bit of his content, learned quite a lot, and ended up reading Game Programming Patterns which opened up a whole new world of wrong that I was producing before.

With this new found knowledge, It could not be directly applied to Unity, so I searched some more, until I found some talks at GDC which were right what I wanted. 

Some talks gave me my answers:

Unite '17 Seoul - ScriptableObjects What they are and why to use them

Unite 2016 - Overthrowing the MonoBehaviour Tyranny in a Glorious Scriptable Object Revolution

Unite Austin 2017 - Game Architecture with Scriptable Objects

All of them had a lot of information to take in, but the last one hit the cake with the way that game architecture was explained, through the view of an experienced game developer and how him and his team do it.

I had finally beaten the Singletons I was having so many issues with, using direct Injectivity through Scriptable Objects, assets, instead of objects in scene, objects I had to load to work, where one Singleton Manager could be so intertwined with the others that none of them worked if you hadn't them all load, even if you didn't need them.

I managed a way to create modularity by applying the knowledge from the book and the way Unity works with the Monobehaviors vs Scriptable Objects and created systems that became independent and did their own thing, instead of a jumbled mess it was before full of all sorts of dependencies for the game to work.

Resultado de imagem para modularity

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