0.6 - major breaking changes #15
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For Skelerelams 0.6, there will be a huge number of breaking changes, as I am completely redesigning the way entities are stored, and spawned.
Before, Constructs such as loot tables, GOAP behaviors, AI Modules, NPCs, Items, Schedules, were all defined using resources. This was a design decision I made coming from Unity, where many things were done using ScriptableObjects. While it made sense at first, these eventually proved cumbersome, tedious, and inflexible.
In this new system, all entities will now be defined as packed scenes, where the entity component hierarchy is directly controlled by you. This also applies to loot tables, GOAP, AIModules, and the like. This, I believe, will be more elegant, easier to work with, more Godot-ey, and more flexible in the long run - plus, it allows for entity composition and inheritance. It will now be possible for you to easily create your own archetypes, and reduce coupling to the "entity components" system.
However, it will also break everything and everything will go to hell. I will try to make a conversion tool and deprecate the old resources, but no promises.
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