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Concept
This is the concept diagram of TSystem.
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
Note
s from givenNoteData
- Configuring other components such as
Tail
to make it fit to your Basis - Giving
GameObject
in note template array (inIngameBasis
, so every Basis will have it at inspector) from givenNoteData
- Giving
Sprite
located in note texture array (inIngameBasis
, so every Basis will have it at inspector) from givenNoteData
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.
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.