You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
High Level
Define a new Elimination GameStateComponent
Technical Overview
The standard UnrealEngine GameFramework classes are not usually used in a modular or composable way. In order to make OpenTournament more extensible, we want to utilize the concept/framework of GameExperiences. A GameExperience is a concept that encapsulates everything about a Mode, from the rules of the mode, the HUD elements of the mode, even the characters+charactercomponents in the mode.
Utilizing GameExperiences we compose an 'Experience' from various single-purpose components. Assembling various components together can easily recreate classic modes as Experiences, but also gives us flexibility to rapidly construct new Experiences without additional engineering.
Technical Details & Acceptance Criteria
We define a Elimination GSC. This component can be utilized in game Experiences such as Deathmatch, CTF, Domination/DoubleDomination, BombingRun, or other types of experience/mode.
The Elimination GSC tracks elimination events (e.g. kills). When elimination events occur, the component sends a message to other listening components (e.g. Deathmatch Experience might turn this elimination event into a scoring event)
Listens for Player Deaths and Determines if a Death is an Elimination Event
Optionally broadcasts Assist Events
GameStateComponent communicates State to other components & UI elements utilizing GameplayMessagingSubsystem
The text was updated successfully, but these errors were encountered:
High Level
Define a new Elimination GameStateComponent
Technical Overview
The standard UnrealEngine GameFramework classes are not usually used in a modular or composable way. In order to make OpenTournament more extensible, we want to utilize the concept/framework of GameExperiences. A GameExperience is a concept that encapsulates everything about a Mode, from the rules of the mode, the HUD elements of the mode, even the characters+charactercomponents in the mode.
Utilizing GameExperiences we compose an 'Experience' from various single-purpose components. Assembling various components together can easily recreate classic modes as Experiences, but also gives us flexibility to rapidly construct new Experiences without additional engineering.
Technical Details & Acceptance Criteria
We define a Elimination GSC. This component can be utilized in game Experiences such as Deathmatch, CTF, Domination/DoubleDomination, BombingRun, or other types of experience/mode.
The Elimination GSC tracks elimination events (e.g. kills). When elimination events occur, the component sends a message to other listening components (e.g. Deathmatch Experience might turn this elimination event into a scoring event)
The text was updated successfully, but these errors were encountered: