"Zombie scream" parkour style game production process (Unity3d production)

Source: Internet
Author: User
Tags scream

After reading the Unity3d tutorial, try to do a work, improve the bigger. Picked up this zombie scream.

Of course, imitation can not be rigid rigid sets of all moved over, I will make a 3D version of it, convenient.

The first is the analysis of the main structure of the game, my point of view:

1. Terrain system; The map plate is updated dynamically.

2. Zombie chain list; Humans will join the zombie "team" every bite of a human, but this team can be deleted from any node. Linked list no doubt.

3. Speed mechanism; similar to all Parkour games, the speed is increasing. (This is no difficulty)

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Step by step, at present I made out the map system, but also added an evil vibration. This is not difficult, the camera angle is fixed, "visibility" is limited, I set the visibility is 5 map blocks (50 unity World Space Unit length). A maximum of 5 map blocks in a scene is enough. Then pinch your head to renew ....

wait!!!

This way, every map block, you have to re-clone, delete nodes, inefficient. So I made an improvement. The implementation declares an array of 5 instances of each kind of map block, with a cursor index for each array, and then declares an array of the currently used map blocks (capacity 5), and the page is equipped with a cursor, which is sufficient to indicate "head node". This array that is currently using a map block is used as a loop array. It's OK.

When used, each array is looped back in the past. In the preprocessing array of the map block, the cursor marks the index of the next instance of the current array that is being used.

The current map block array does not once set the "head node" active to False, and then replace it with a new map block, panning to the back of the tail node, so that it is continuous. OK, get it done. You do not need to release any nodes.

(A very rare opportunity, the probability of a very small, is truncated)

In particular, I set up an action in the body is "drop", in order to avoid the smallest probability of continuous drop, resulting in no way to go, do a continuous drop. This technique is not complicated either.

I've built a separate drop agency. Use separate scripts to prevent continuous drop processing in the Master command center. You only need to access the following array, which is a very small price.

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Also very grateful to their own unity Exchange Group of Friends, gave me a lot of optimization suggestions, although my computer is very backward, but still fly. Thank you, ^_^.

Continue to the next step to continuously update ing

"Zombie scream" parkour style game production process (Unity3d production)

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