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Back to the Streets

Workflow to create/edit characters:

  1. Use asset-packer Unity project to setup and pack your Unity entities (3D models, sprite animations etc)
  2. On menu select Assets -> Export Asset Bundles. Assets will be exported to be used by the editor, and the game
  3. Run the command "update_assets" (.sh or .bat depending on your OS). This will copy the bundles across editor and game
  4. Open the editor project in Unity. Here you can create or open a character and will have the assets updated from the asset-packer.
  5. Once you are satisfied with your character, save it, then run the command "update_assets" again
  6. Open the unity-game project. You may have to edit VersusWorldController to edit the startup characters in the scene.
  7. Run, and you should see your characters in action.

Workflow to edit source code

BTTS code relies in a pure model-view-controller architecture. You can edit View and Controller code directly on the unity-game project, but the Model code is in separate projects. In the folder data-model you find:

  • storage model: entities storage format, shared by the editors and the game
  • engine model: low level data information (generic entities, etc)
  • game model: game specific information
  • The serializer projects are directly related with protocol buffers serialization. When you edit the model, the resulting dlls must be copied to the editor and unity-game projects. Ideally they all share it but at the present moment they have to be copied around. To do so use the command "build_all" passing "Debug" as argument. This command will compile the model sources into dlls, and copy them to editor and unity-game projects

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A beat'em up engine featuring netplay and character behaviour editor

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