Hi there,
i hope my question is placed correctly in this part of the forum.
I need some advice on how to set up the framework for my game.
I don’t know anyone personally developing games in Unity or any games at all.
I want to know if the ideas i have are promising to finish my game in a good and managable way.
Maybe some of you stand before the same decisions and can share some knowlede.
I hope my introduction will not be too long and boring.
First of all, i am really new to game dev myself. All i developed in the past were some business
applications, frontent mostly and some database parts.
I know C# very well but the concept of Unity goes slightly another way that i am used to.
But i come to that part later again.
A short description of my game and the objects i wand to implement.
? I mark my major questions with a questionmark at the beginning.
The game (and here comes the first decision) consist of three check board likewise consisting of n*n Tiles.
The Tiles itself have some stats like health, armor, resi and some more. They can be destroyed, turned, switched anything you can think of. Units can walk on them, items are scattered everywhere and buildings can be build on then et cetera.
? I have tried to use Tilemaps, but for a field of lets say 12x12 i am not sure if this is the best solution because Tilemaps are made for hundreds of Tiles and reuse then to save memory. My Tiles are all different, so the second solution i found is to simply fill a grid with gameobjects, rectangles and sprites. Do you have any ideas or pros and cons?
The next part i quarrel with is how to set up the framework of the game.
One example, everything can be destroyed. Units, buildings, items and even the ground(Tiles) itself.
My idea was to create an abstract class with abstract properties and methods to destroy everything derived from that class.
? You can’t multi inherit from classes in Unity so my idea can not be implemented (am i right?). My second idea was to split everything in little tiny scripts and put that on any object like DestructBehaviour that contains the HP variable, getter and setter for this and checks if the object gets destroyed, but i’m not sure if this is a good way either.
Thats mostly my biggest questions on how to get on and not waste too much time because with two kinds you only got some hours at night if at all
Thanks all for reading and your advices.
Jason