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Turn-based super weapons

Discussion in 'Scripting' started by travis_john, Mar 12, 2017.

  1. travis_john

    travis_john

    Joined:
    Mar 12, 2017
    Posts:
    3
    Hi all!

    Newbie dev here. I'm designing a Battleship variant for my Game Development class and I'm having trouble conceptualizing some things.

    The basic idea is that each ship has different super weapons because I always thought it sucked that the patrol boat was the best ship in the game. I don't want these super weapons to be available every turn, but the user gets more "credits" to use them after every turn, which they would cash in when they want to use the weapon. The three-hit ships would take fewer turns to build up than the 5-hit ships.

    No code to speak of yet. Still designing the concepts, but would anyone have any tips on how to code this? Or links to tutorials?

    Any help would be appreciated!
     
  2. CrymX

    CrymX

    Joined:
    Feb 16, 2015
    Posts:
    179
    Before thinking at the "design", did you know how to use Unity ? Are you familiarized with the component oriented architecture ?

    If not you should start with Unity tutorials :

    https://unity3d.com/fr/learn/tutorials