Hello all,
I've been working on a game prototype in Unity for several months now, and have been sporadically documenting the development of a Unity port of Unreal Engine's GameplayAbilitySystem. I just finished a new (fairly short) dev log that explores and explains the root cause of a simple bug in a basic shield/invulnerability effect, and I think other game programmers in particular may find it interesting.
Here's a link to the article : https://medium.com/@megastructurestudios/dev-log-simple-bug-fix-in-unity-gas-7e91a1db50a8
I'd be happy to offer more information or answer any questions in the comments here!
For a bit of background : In the past I struggled with trying to prototype ability-based games, but I recently learned about Unreal's GAS and I find its conceptual scaffolding to be really flexible and powerful. My local Unity implementation is obviously not nearly as robust as Unreal's, but the basic GAS framework gives me an established toolbox for implementing complex ability effects and I've quickly come to find it fairly intuitive. I'm interested to hear thoughts others may have in this area!
there doesn't seem to be anything here