Recreation-Golden-Sun-Unreal

所属分类:Unreal
开发工具:C++
文件大小:0KB
下载次数:0
上传日期:2024-02-12 15:33:33
上 传 者sh-1993
说明:  娱乐金太阳虚幻
(Recreation Golden Sun Unreal)

文件列表:
Config/
Content/
Plugins/Developer/RiderLink/
Source/
.vsconfig
GoldenSun.uproject
TestProject.uproject.DotSettings

# Recreation Golden Sun Recreating mechanics from *Golden Sun*, & *Golden Sun: The Lost Age* for educational purposes, to improve my skills as a game programmer.
Developed primarily with controller support in mind, in **Unreal 5.3** Apart from the games themselves, the fandom wiki is used to quickly get information that would otherwise be a hassle to get hold of.
The information is then crosschecked against the games, to check that I have correctly implemented it. ### Challenges * Adapting to an engine with little prior experience * Unreal's UI system * Wrapping my head around the many different pieces that make up the combat system ### Future plans * Add features that are missing from the combat system (i.e. summons, items, combat text, status effects, etc.) * Create a tool for easy handling of level and stat growth * Create the basis of the overworld * Create debug UI for overworld and combat respectively * Including more

## COMBAT SYSTEM I aim to create a combat system as close to Golden Sun's as I can, while also making tools that ease the creation of more generic functionalities, i.e. stat growth.
The combat system has a lot of interconnected parts, such as the djinn system being connected to both the class system and summon mechanic, making it a challenge to have everything mesh together well. ### Class System The class system can be tricky to understand. It is a system I've never grasped until I tried recreating it, even though I've replayed *Golden Sun* a number of times.
For the sake of not overcomplicating to anyone unfamiliar with the franchise, there are some edge cases I am aware of but will not address here. In order to understand the class system, an understanding of the elements is first needed.
The elements are comprised of **Venus** *(Earth)*, **Mars** *(Fire)*, **Jupiter** *(Wind)*, and **Mercury** *(Water)*
There are 2 different relations between the elements: *opposite*, and *symbiotic*.
**Venus** & **Jupiter**, and **Mars** & **Mercury** are *opposite*
**Venus** & **Mars**, and **Jupiter** & **Mercury** are *symbiotic*
For the purpose of the class system, I have introduced a 3rd relation between the elements, which is the lack of a relation: *unrelated*
This pairs **Venus** & **Mercury**, and **Mars** & **Jupiter**
The class an adept (playable character) is assigned, depends on the adept's innate element and the active djinn that adept has control over Each class is part of a *class series*, which is a grouping of classes that build on each other.
Each class in a *class series* has better stats and a higher djinn requirement than the one before, and sometimes new skills are acquired, depending on the class and the level of the adept.
There are 3 different *class series* types: mono-elemental, dual-elemental, tri-elemental
***Mono-elemental** class series* are the series adepts default to without djinn. If djinn are present, they have to be the same element as the adept.
However, two adepts of the same element can have different *default series*. ***Dual-elemental** class series* require djinn of a different element, and for the best classes of the series, a few djinn of the adept element are required as well.
If an adept has one djinn of each element, it is still a ***dual-elemental** class series*, and the series chosen is based on the element relations.
The priority of the relations is as following: 1. *unrelated*, 2. *opposite*, 3. *symbiotic*. If a Venus adept has one djinn of each element, **Mercury** will take priority over **Jupiter** and **Mars**. ***Tri-elemental** class series* require djinn of two elements, at least 3 djinn of each, that both differ from the adept element.
The classes from these series are among the strongest classes, but they are also not available until the later portions of each game.
In contrast, the ***mono-elemental*** and ***dual-elemental** class series* are available very early on. ***Tri-elemental** series* take priority over ***dual-elemental** series*, since a ***dual-elemental** series* have the requirements met at the same time as a ***Tri-elemental** series*.

## Miscellaneous ### CREDITS This project contains copyrighted material the use of which has not always been specifically authorized by the copyrighted owner
I am in no way affiliated with *Camelot Software Planning* or *Nintendo*
This project is for educational purposes only
https://www.copyright.gov/title17/92chap1.html#107


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