After some time building, profiling, and tuning, I finally present my Ability and Projectile framework: “SPAM - Spells Projectiles Abilities and Magic Framework”
The framework is intentionally made in a way that it easily integrates in both brand new and existing projects without any fuss. Features are opt-in and it doesn’t decide how your game should work, it simply provides an easy way to design and manage abilities / projectiles with automatic pooling and other performance-oriented features. It’s primarily focused on 3D, but 2D is supported. It works in any camera mode (top-down, FPS, 3rd person). It saves you loads of time by doing the heavy lifting for you, and you can have your first ability ready to be spammed in minutes!
I’ve got a discord which you’re free to join and ask questions: SPAM Framework
I also recently started making tutorials also, you can check them out here:
Again, if you got questions feel free to ask! I’ll gladly answer almost anything.
This looks fine, really! Only thing I feel the need to reply is the name: SPAM. I got this in my inbox and the first reaction to it is: Spam? Delete!
Have you considered that SPAM is universally considered a negative thing no one wants to deal with? And now this is what you named your product. Just think about it.
[quote=CodeSmile, post: 8382699, member: 602581]
This looks fine, really! Only thing I feel the need to reply is the name: SPAM. I got this in my inbox and the first reaction to it is: Spam? Delete!
Have you considered that SPAM is universally considered a negative thing no one wants to deal with? And now this is what you named your product. Just think about it.
[/quote]
Thank you, and believe me I have! It’s also about the only “negative” feedback I’ve gotten so far.
It might be that I grew up when spam was mostly a month pyhon or MMORPG (spamming) thing that led me to use the name. I’ve realised it borders between genial (people react to it and start talking) and marketing-suicide (wtf I dont want spam!), but I’ve come to the conclusion that I’ll keep it as long as it doesn’t prevent me from being included in sales or promotions. I believe in my users, they can hopefully see beyond the initial reaction and look what’s actually under the hood. =)
Again, it could be like shooting myself in the foot but I’ve had a somewhat steady sale count per day since launch and the people that joined Discord this far are fantastic!
It would be fun to A-B test it though to see if it would affect sales.
1.2.0 just released!
This version adds a completely new system to the framework: Conditions.
Conditions is a versatile and powerful system that can be used to create alot of diverse effects, like the following (non-exhaustive) list of examples:
Add condition(s) to targets on ability hit (stunned, on fire).
Apply additional effects when a target has or lacks a certain condition (if target is on fire, deal additional damage and remove on fire).
Only apply effects from abilities when the target/caster meets certain pre-conditions (can only be used on targets that are frozen. Can only be used when caster is shielded).
Add VFX to a target when it’s under a certain condition (on fire can display burning VFX).
Allow for emergent gameplay (targets/caster gets wet when standing in water, which could enable/disable the use of some abilities or change how they work).
Add states to targets when they equip a certain item (equipping a shield grants the shielded condition).
Add elemental groups / types to your game (human, undead, troll… which then could be used as “if caster is vampire and target is human heal caster”).
Conditions can be customized in a lot of ways, and has more uses than the ones outlined above. Please see the documentation either online or supplied with the package for more information.