Unity Version: 2020.3.19f1
Direct Download (Windows)
Game Name: No Time To Die
Game Type: Top-down Role-playing Dungeon Crawl
Story
TODOKeep commit simple but including details (use verb if possible), in English.
In principle, each commit should only maintain one subject, do not mix differenct types of changes together in one commit.
Follow this syntax to commit as far as possible:
<type>(<scope>): <subject>
<BLANK LINE>
<body>
Commit description <body>
is not a necessity but do provide if there is any outstanding detail.
For example,
feat(camera): add camera follow
fix(level-3): fix lost bathroom tiles
docs: add commit guidelines on readme
More details refer to this page
To keep the project tidy and avoid conflicts, we use git branches to separate the different works, such as level-1
, weapons
, HUD
. Big difference or small fix could be happended in branches.
We will have at least 6 levels of the game, the level assets are separated into Assets/Levels/Level {num}
(e.g. Assets/Levels/Level 1
) to keep a tidy environment for coding. Basically we copy the pure images into Assets/Levels/Level {num}/Sprites/Floor
and create tilemaps in Assets/Levels/Level X/Tilemaps/Floor
for example.
# This is an example
.
├── Assets
│ ├── Levels
│ │ ├── Level\ 1
│ │ │ ├── Sprites
│ │ │ ├── Tilemaps
│ │ │ │ ├── Floor
│ │ │ │ ├── Wall
├── Plugins
├── Prefabs
├── Scenes
│ ├── Level\ 1. unity
├── Scripts
│ ├── Core
│ ├── Camera
│ ├── Controller
├── Sprites
└── *.meta
The sprites can be originated from Assets/Sprites
but please do not use it directly from the directory otherwise it could lead to conflicts on editing sprites.
If all sprites are sliced in 16x16 (or 32x32, in a certain number) pixels then everything works out.
The Prefabs
directory is used to deposit all prefabs we defined such as camera
, characters
, etc.
The Scripts
directory holds all the scripts and every .cs
file should be put in a “namespace” subdirectory.
The Unity C# coding convention and and style examples can be found in https://github.com/raywenderlich/c-sharp-style-guide