Creating a component-based game (Part V: Data Binding)

I already wrote some posts about data binding and our Unity asset Data Bind for Unity which gives you a clean way to separate your logic from the presentation of your data. The last parts were mostly about the logic side though, so let’s have a look how to combine those two.

Continue reading Creating a component-based game (Part V: Data Binding)

Creating a component-based game (Part IV: Blueprints)

Right now we’ve got a player character in our game who can shoot some bullets out of his weapon. Both the player and the bullets were defined in the LevelSystem, defining their components and settings hard-coded.

This is surely not what we want for a bigger game where a game designer should be able to adjust the settings without the help of a programmer and where we don’t want to recompile the game each time we change the values.

Continue reading Creating a component-based game (Part IV: Blueprints)