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Concept

thiEFcat edited this page Jan 25, 2020 · 2 revisions

TSystem Concept Diagram

This is the concept diagram of TSystem.

Basis

Basically, what runs the TSystem is the Basis. Basis controls lots of things such as:

  • Time control
  • Loading & applying data
  • Actual starting & ending of the game
  • Pause & Resume controls
  • Becoming a bridge to each components

On the default general Basis (IngameBasis), you should write your custom Basis by inheriting it.
Then, you should write methods and codes for:

  • Creating, adding and configuring Notes from given NoteData
  • Configuring other components such as Tail to make it fit to your Basis
  • Giving GameObject in note template array (in IngameBasis, so every Basis will have it at inspector) from given NoteData
  • Giving Sprite located in note texture array (in IngameBasis, so every Basis will have it at inspector) from given NoteData

Mode

Mode fills other required information for the game. Mode controls things such as:

  • Line informations
  • Judging rules & thresholds
  • Note path & scale definition

Mode is a class (TSystemMode), and it is basically a data, not the script. This means that you can "load" Modes from the data files like JSON. This is the biggest feature TSystem provides.

And that's it!

To make your new rhythm game, just write 2 things:

  • Your custom Basis
  • Your Mode

Place components to the right object. Then, there is your own game!
Complex and well-polished rhythm game mechanic for less than an hour. This is what TSystem aims for.

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