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README.md

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Game feature:

  • Normal game mode: play as normal Moba game.
  • Player per matches: 10
  • Game phase :
    • Pick hero phase
    • Prepare Phase
    • Play Phase
    • End game Phase....

Development Environment:

Unity: 2022.x
Rider: 2022.3
Source version controller: git / PlasticSCM
Plugins: 
    + [UniTask](https://github.com/Cysharp/UniTask) : OK
    + DoTween
    + [VContainer](https://github.com/hadashiA/VContainer) (Considering)
    + PlayFab (Hope we can go until here)
    + [NaughtyAttribute](https://github.com/dbrizov/NaughtyAttributes) : OK
    + [ParallelSync](https://github.com/VeriorPies/ParrelSync) : OK
    + Odin??? (Maybe)
    + Rider Flow
Model: 
    + Poly Perfect
    + Download Model From Dota official page
Unity Packages: 
    + NGO: Networking Game Object : No
    + Photon Fussion (Have to check document to understanding what is under the hood)
    + New Input System : OK
    + Cinemachine
    + Addressable (Don't know if it support NGO)
    
    

System architecture: 
    Take responsibility on the "underlayer" (common system that have scope)
    + GameInstance.
    + NetworkingSystem (NetworkingManager, Request class,..)
    + GameSceneManager 
    + AssetManager : Download Asset (Built-in, OnDemand), Load asset, check asset version, asset build pipeline,...
    + SoundManager (Sound Engineer)
    
    + UE like GamePlay framework
    
GamePlay Engineer:
    + PlayerController
    + SkillSystem (implement hero skill)
    + Item System (implement how to use item, how item react from player to player, Shop stuff,....)
    + Timing spawn creeps, Tower attack,...
    
UI Engineer:
    + UI relate task

Execute order rule: + LifeTimeScope exe order should be setup in this range: -10 -> -20

Note: + Explain about GC of Unity (deep dive into GC of Unity)