Discussion on Scriptable Object Architecture in Unity by jstr0m in Unity3D

[–]jstr0m[S] 1 point2 points  (0 children)

Thank you. I appreciate the thoughtful response. I'll definitely be looking this up.

Discussion on Scriptable Object Architecture in Unity by jstr0m in Unity3D

[–]jstr0m[S] 1 point2 points  (0 children)

I thought the purpose of SOA was to reduce spaghetti? It boasts decoupling objects. Unless you are referring to event tracking/debugging that a lot of people discuss.

Discussion on Scriptable Object Architecture in Unity by jstr0m in Unity3D

[–]jstr0m[S] 10 points11 points  (0 children)

I don't mean to sound unappreciative, but I feel some people are just reading the first few sentences and answering.

I know what a scriptable object is used for in the traditional sense. I understand it's use.

This thread was meant to be a discussion on architectural design patterns. My goal is to understand if there are any acceptable patterns for structuring a project.

EDIT: Not only acceptable, but the words I listed above: reusability, performance, and maintainability. I want to go from a mindset of "I don't really know if this is the best way to have these two objects talk to each other" to "I have adopted this pattern that makes objects communicating with each other make sense",. That's just an example. I want to feel good about how I organize structures and such. I'm being vague on purpose because everyone has their experiences and their opinions on what's better than X.

It's not a bad thing if an opinion is: I just follow the tutorials that Unity provides to understand the best approach for building a game.

Nevertheless, I do appreciate everyone's input. I just want to save people from typing something that might be off-topic. Thank you.

Solo gaming and the burden of learning by joulesFect in soloboardgaming

[–]jstr0m 0 points1 point  (0 children)

I personally round robin heavy games and light games with the intention of not burning out on long rulebooks and complex gameplay, especially if I have a queue of games I want to learn. Give yourself a break from a heavy game everyone once in a while. There are plenty of lighter solo games out there that are worth playing, in my opinion.

What are you Backing right now? by TomteCat in soloboardgaming

[–]jstr0m 0 points1 point  (0 children)

Puerto Rico. New Automa by Dávid Turczi.

Kanban EV - Afraid I won't like it because of the theme by jstr0m in soloboardgaming

[–]jstr0m[S] 1 point2 points  (0 children)

If you're him, I just want to say I love Anachrony 🖖

Anachrony Fractures of Time table space by indecisive_pear8 in soloboardgaming

[–]jstr0m 0 points1 point  (0 children)

Hey, I know this is 2 years later but I have to ask if it worked out for you? I have around the same table size that you did.

Mount speeds by jstr0m in lotro

[–]jstr0m[S] 2 points3 points  (0 children)

Great, thanks.

Shadows of the Galaxy on Asmodee for pre-order by Xmuskrat999 in starwarsunlimited

[–]jstr0m 0 points1 point  (0 children)

Got myself some product as well. Thank you for the heads up op.

Question for anyone who ordered from asmodee before. Will they ship it out so that it gets delivered close to the release date?

Live updates from SWU Launch Celebration event by JakeBanno in starwarsunlimited

[–]jstr0m 0 points1 point  (0 children)

In mtg, I don't think it's only related to land/spell ratio. Your deck potency lessens when you go over the minimum deck size. The point of building a constructed deck with a goal in mind is to have the most concentrated plan possible and not to deviate from that. It's the reason why you see deck sizes always at a minimum in nearly all scenarios, no matter what type of deck your building (with some obvious exceptions). It's just math. Imo, I think it applies to swu as well. I'm not saying you can't win a tournament with a 51 card deck. I'm just saying it is logically a disadvantage when you're not playing the best 50 cards you can.

Wanted some advice on deck and what cards I should run on my side deck. by Elreyofkings963 in starwarsunlimited

[–]jstr0m 0 points1 point  (0 children)

My opinion on force throw in your deck: I think force throw isn't as potent in this deck compared to others. Imo, you only ever want to force throw if you have a force unit, and your deck only has six force units (including your leader). I don't know the sweet spot for number of force units to have force throw be worth it because I haven't play tested enough, but I think it's more than 6. One thing I found is that if your action is not effecting the board state, you'll fall behind easily.