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Question What is the best way to set multiple theme for game like candy crash

Discussion in '2D' started by simsim_apps, Mar 28, 2023.

  1. simsim_apps

    simsim_apps

    Joined:
    Mar 25, 2023
    Posts:
    7
    I am new in developing game using unity, and I am developing a game like candy crash, but I want that player can choose one of the multiple themes for game, for example: fruit, candies, animals, etc
    What is the best way to do this?
    Cause I show the target shapes that user needs to match, in each theme these shapes will be different.

    I would appreciate if anyone can help me, or if there is a topic that can help me about this, would be great!
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,702
    Theming is generally just a mass swap-out of textures.

    ScriptableObjects can be useful here to organize collections of "all the things needed to skin" a level.

    Otherwise, essentially you are re-exposing functionality equivalent to a small portion of the Unity engine to the user:

    - presenting the choices
    - accepting their input choice
    - changing the game elements.

    That's it.

    These things (inventory, shop systems, character customization, crafting, etc) are fairly tricky hairy beasts, definitely deep in advanced coding territory.

    They contain elements of:

    - a database of items that you may possibly possess / equip
    - a database of the items that you actually possess / equip currently
    - perhaps another database of your "storage" area at home base?
    - persistence of this information to storage between game runs
    - presentation of the inventory to the user (may have to scale and grow, overlay parts, clothing, etc)
    - interaction with items in the inventory or on the character or in the home base storage area
    - interaction with the world to get items in and out
    - dependence on asset definition (images, etc.) for presentation

    Just the design choices of an inventory system can have a lot of complicating confounding issues, such as:

    - can you have multiple items? Is there a limit?
    - if there is an item limit, what is it? Total count? Weight? Size? Something else?
    - are those items shown individually or do they stack?
    - are coins / gems stacked but other stuff isn't stacked?
    - do items have detailed data shown (durability, rarity, damage, etc.)?
    - can users combine items to make new items? How? Limits? Results? Messages of success/failure?
    - can users substantially modify items with other things like spells, gems, sockets, etc.?
    - does a worn-out item (shovel) become something else (like a stick) when the item wears out fully?
    - etc.

    Your best bet is probably to write down exactly what you want feature-wise. It may be useful to get very familiar with an existing game so you have an actual example of each feature in action.

    Once you have decided a baseline design, fully work through two or three different inventory tutorials on Youtube, perhaps even for the game example you have chosen above.

    Breaking down a large problem such as inventory:

    https://forum.unity.com/threads/weapon-inventory-and-how-to-script-weapons.1046236/#post-6769558

    If you want to see most of the steps involved, make a "micro inventory" in your game, something whereby the player can have (or not have) a single item, and display that item in the UI, and let the user select that item and do things with it (take, drop, use, wear, eat, sell, buy, etc.).

    Everything you learn doing that "micro inventory" of one item will apply when you have any larger more complex inventory, and it will give you a feel for what you are dealing with.

    Breaking down large problems in general:

    https://forum.unity.com/threads/opt...n-an-asteroid-belt-game.1395319/#post-8781697
     
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  3. simsim_apps

    simsim_apps

    Joined:
    Mar 25, 2023
    Posts:
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    Thanks for the complete explanation