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Schools of Magic - Week 1-5

As an exclusively programming-oriented team member, I didn't give much of a say regarding the design of the game: I just wanted to get stuff working... I did make one major contribution at the start: the suggestion to use a modular ability system similar to that of my own first person shooter project, Pathmaker, and explaining how to implement such a system to my teammates.

From there, I then got onto Unity and begun working on a basic movement system, which I finished in about ten minutes. I also created a basic version of Pathmaker's weapon system to demonstrate my ideas, but it ultimately went unused.

I was then instructed to create four different 'movement abilities' for each magic type, which I did just as quickly. I was then taught about all the naming conventions I missed out on from the Technical Design Document, and made changes as specified, including a somewhat confusing 'get set' system.

As a brief explanation for this system, every single weapon and magic spell inherits from a parent class that's referenced as the player's 'HeldWeapon'. Every update, the HeldWeapon has it's 'HeldUpdate(PlayerScript player)' method activated, which from there, performs the functionality defined entirely by the child class. This way, different weapons and spells can have wildly different behaviours.

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