SeawispHunter.RolePlay.Attributes
Defines role playing attributes like "health" using generics that are modified non-destructively and notify on changes (by shanecelis)
observables
By lemuria.org
SeawispHunter.RolePlay.Attributes | observables | |
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2 | 3 | |
24 | - | |
- | - | |
10.0 | - | |
almost 2 years ago | - | |
C# | ||
MIT License | - |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
SeawispHunter.RolePlay.Attributes
Posts with mentions or reviews of SeawispHunter.RolePlay.Attributes.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-01-20.
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How to architect a live stat display for my game?
At the end of Kryzarel's forum topic text tutorial a guy also mentions a stat system he created which is at this repository.
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Event System for Unity (free asset)
This is pretty cool. I wrote something similar for a narrower problem space: RolePlay Attributes. UniRx’s Reactive Properties feel like the total package but with a conceptual and dependency overhead.
observables
Posts with mentions or reviews of observables.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-01-20.
-
Singletons: is it possible to build your game without them and should you?
Scriptable Objects are an entirely different thing. They help to decouple your code, but the best way to do that is implementing observer patterns and events. I've got a package that does that here: https://gitlab.com/lemuria.org/observables
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what are some game design patterns that you wish you knew earlier?
(if you're interested, it's here: https://gitlab.com/lemuria.org/observables )
- Event System for Unity (free asset)
What are some alternatives?
When comparing SeawispHunter.RolePlay.Attributes and observables you can also consider the following projects:
YarnSpinner - Yarn Spinner is a tool for building interactive dialogue in games!
UniRx - Reactive Extensions for Unity
Entitas - Entitas is a super fast Entity Component System (ECS) Framework specifically made for C# and Unity
com.unity.multiplayer.samples.coop - A small-scale cooperative game sample built on the new, Unity networking framework to teach developers about creating a similar multiplayer game.
UnityHFSM - A simple yet powerful class-based hierarchical finite state machine for Unity