Friday Devblog 3

Another week, another set of updates to talk about, even when we are light on media.
 

Level properties
 
Gameplay is very crucial, and in order for the player to be able to interact with the world, we need to implement those features from scratch. Since we’re aiming for modding to be as close to Source in terms of how these entities communicate with themselves, it’s important to set them in a manner that is as user friendly as possible.
 
One of the major differences between the way Source handles entities and with Unity handling its GameObject, are the way they are initialized. In Source, in order to give a certain function to a entity, we tie that entity to a specific entity. For instance, if we were to place a model into the map that has no purpose other than behave as a prop, we set it to be a prop_static for a static prop and from there we select which model we want to use. But on Unity, and on most modern engines, it’s the other way around. We add a mesh into the game that in turn creates a GameObject rendering given mesh. In order to add any given behaviour or purpose to this game object, we attach a stript to it that handles that. Since we attach scripts, we can attach as many scripts as we like, while also keeping them modular.
 
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