You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
High Level
Define a new Timed-Mode GameStateComponent
Technical Overview
The standard UnrealEngine GameFramework classes are not usually used in a modular or composable way. In order to make OpenTournament more extensible, we want to utilize the concept/framework of GameExperiences. A GameExperience is a concept that encapsulates everything about a Mode, from the rules of the mode, the HUD elements of the mode, even the characters+charactercomponents in the mode.
Utilizing GameExperiences we compose an 'Experience' from various single-purpose components. Assembling various components together can easily recreate classic modes as Experiences, but also gives us flexibility to rapidly construct new Experiences without additional engineering.
Design Discussion
Do we actually want a time-based GameStateComponent? Time-limit (or lack thereof) might be one of the few things we should handle natively in the GameMode class. However, not all modes are necessarily time-limited or need certain elements (e.g. visible timer), so using a GSC has some purpose to it as well.
Technical Details & Acceptance Criteria
We define a Time Based GSC.
Define a Configurable TimeLimit
Define a Configurable OverTime/ExtendedTime if game resolution is not reached in regulation time (might also be another component - discuss?)
Define configurable X TimeRemaining messaging
GameStateComponent communicates State to other components & UI elements utilizing GameplayMessagingSubsystem
The text was updated successfully, but these errors were encountered:
High Level
Define a new Timed-Mode GameStateComponent
Technical Overview
The standard UnrealEngine GameFramework classes are not usually used in a modular or composable way. In order to make OpenTournament more extensible, we want to utilize the concept/framework of GameExperiences. A GameExperience is a concept that encapsulates everything about a Mode, from the rules of the mode, the HUD elements of the mode, even the characters+charactercomponents in the mode.
Utilizing GameExperiences we compose an 'Experience' from various single-purpose components. Assembling various components together can easily recreate classic modes as Experiences, but also gives us flexibility to rapidly construct new Experiences without additional engineering.
Design Discussion
Do we actually want a time-based GameStateComponent? Time-limit (or lack thereof) might be one of the few things we should handle natively in the GameMode class. However, not all modes are necessarily time-limited or need certain elements (e.g. visible timer), so using a GSC has some purpose to it as well.
Technical Details & Acceptance Criteria
We define a Time Based GSC.
The text was updated successfully, but these errors were encountered: