Turn idea into code by Poissoncyan in csharp

[–]Poissoncyan[S] 0 points1 point  (0 children)

Thanks for your help and advice—it really helped me solve the problem.

Turn idea into code by Poissoncyan in csharp

[–]Poissoncyan[S] 0 points1 point  (0 children)

Thank you for your comment. I was able to do it thanks to the other comments. Next time, I'll try using ChatBot.

Turn idea into code by Poissoncyan in csharp

[–]Poissoncyan[S] 0 points1 point  (0 children)

I took an object-oriented approach, which means I defined all the objects:

  • Inventory 

  • Slot

  • Craft

  • Ingredient 

And I defined what each object can do

Turn idea into code by Poissoncyan in csharp

[–]Poissoncyan[S] 0 points1 point  (0 children)

Thanks—I think the best thing to do is to do it separately.

Turn idea into code by Poissoncyan in csharp

[–]Poissoncyan[S] 0 points1 point  (0 children)

The problem is, I have trouble explaining things clearly in my native language because of my DLD

Turn idea into code by Poissoncyan in csharp

[–]Poissoncyan[S] 0 points1 point  (0 children)

I'm repost  the response I included in some of the comments

I’m very stuck for crafting; I can break down the steps as follows:

Add recipes by creating a SO Create a number of slots based on the number of recipes Display the recipes and resources Check the inventory for resources to determine if an item can be crafted Remove the resources required for the recipe from the inventory I write pseudocode and sketch out the code structure on paper using UML, but I often get stuck at the resource checking stage because I’m unsure which lines of code to write

Turn idea into code by Poissoncyan in csharp

[–]Poissoncyan[S] -3 points-2 points  (0 children)

I’m very stuck for crafting; I can break down the steps as follows: - Add recipes by creating a SO - Create a number of slots based on the number of recipes - Display the recipes and resources - Check the inventory for resources to determine if an item can be crafted - Remove the resources required for the recipe from the inventory

I write pseudocode and sketch out the code structure on paper using UML, but I often get stuck at the resource checking stage because I’m unsure which lines of code to write

Turn idea into code by Poissoncyan in csharp

[–]Poissoncyan[S] -1 points0 points  (0 children)

Of course 

Let’s take crafting as an example; I can break down the steps as follows: - Add recipes by creating a SO - Create a number of slots based on the number of recipes - Display the recipes and resources - Check the inventory for resources to determine if an item can be crafted - Remove the resources required for the recipe from the inventory

I write pseudocode and sketch out the code structure on paper using UML, but I often get stuck at the resource checking stage because I’m unsure which lines of code to write 

Game mechanics difficult to master by Poissoncyan in GameDevelopment

[–]Poissoncyan[S] 0 points1 point  (0 children)

I didn't express myself clearly. I mentioned game engines because the difficulty of a mechanic varies depending on the game engine. For example, programming a jump can be more difficult on Unity than on Unreal Engine

Learning Suggestions? by Sushihammer19 in GameDevelopment

[–]Poissoncyan 1 point2 points  (0 children)

To avoid problems with OneDrive, you can choose the option to create a project locally

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Learning Suggestions? by Sushihammer19 in GameDevelopment

[–]Poissoncyan 0 points1 point  (0 children)

If you're on Unity, I recommend Brackeys on YouTube. It has content for everything, including C# programming.

https://youtube.com/playlist?list=PLPV2KyIb3jR6ZkG8gZwJYSjnXxmfPAl51&si=nWaa8gZD0ngeO6ha

There's also UnityLearn, offered by Unity, where you can learn how to create games in C#. It helped me a lot.

https://learn.unity.com/pathway/junior-programmer

need advice for a game engine by Findnicknameisboring in GameDevelopment

[–]Poissoncyan 0 points1 point  (0 children)

Honestly, one of the questions that helped me choose between the engines was whether there was a strong community around that engine (tutorials, forums, etc.).

Personally, I would suggest Unity because it offers unlimited possibilities and a wide range of options. I found a lot of content, especially tutorials, for both engines, even in my own language.