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We've got a bunch of unimplemented cart contributions ( #2 ), and with @bobsayshilol's early implementation for online multiplayer, now looks like an important time to start to iron out our requirements and address what's involved.
Ideally, we should have some solution that is scalable to an arbitrary number of carts, capable of bringing across blendshapes (if we use those for damage modeling), collision meshes, and doesn't require manually packing every model into one prefab.
The text was updated successfully, but these errors were encountered:
I'm starting to come around to @thegsm's idea of using classes for each character, but I don't see the problem with having lots of prefabs (especially for carts) - if each cart is in a separate prefab then you can adjust the handling of each cart independently rather than have 1 prefab with lots of different settings. Also if a prefab contained all the carts then it would take a while to instantiate it which is a bit of a drawback.
As for control scheme's, the current method is sending a message to the prefab saying "accelerate", "turn left", etc... and I think that scales perfectly since all the controls are then on the prefab and everything can be tweaked from there.
prefabs are fine, nothing wrong with those. But you may still want classes to handle a few things. First, there may be a case for common behavior in carts. Furthermore, you may want to have custom behavior. What if we do a hovercart? will it always be the same (may be particle display is different, maybe the steering works differently). Just for an extreme example, what if we decide to add a horse? (this was written as a joke in the forum, but you never know if someone really takes it up), truly a horse will behave differently than a cart in many ways so that may require us to change some things, but I prefer this would be to a minimum.
Furthermore, some of this should have shared code between everything, you may want to communicate with different objects in the same way, even of different types.
PS Horse was given as an illustration, nothing in my statement above implies we should or should not have in the game a horse or any quadrupedalism of any form.
We've got a bunch of unimplemented cart contributions ( #2 ), and with @bobsayshilol's early implementation for online multiplayer, now looks like an important time to start to iron out our requirements and address what's involved.
Ideally, we should have some solution that is scalable to an arbitrary number of carts, capable of bringing across blendshapes (if we use those for damage modeling), collision meshes, and doesn't require manually packing every model into one prefab.
The text was updated successfully, but these errors were encountered: