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I maybe have something for you.  A Discution on a Chat discord.

Person 1 : "(if you are interested in learning design patterns, take a look at this: https://refactoring.guru/design-patterns/catalog, this is the best guide I've seen, ever)"

Jack Mordred (me) :  "Does it is the solution for someone who have this problem?

[ "Hi guys!
Good luck to all with this jam! I always wanted to make a space game! Mine is a sort of resource management/ basic boardgame kind of thing. But GOD DAMN! setting up the management systems, inventories, updates and connect everything is taking forever!

Anyone maybe a good tutorial how to use a spreadsheets with unity to keep better track of resources and stuff?

Cheers!

marc"]  "

Person 1:

"Hi @Jack Mordred . The list of design patterns is not an inmediate solution to Marc's problem, but he might need to use one or two patterns in his final implementation (maybe Singleton to hold all items and Factory Method to handle them).

A quick search of inventory management in Unity:

https://medium.com/@yonem9/create-an-unity-inventory-part-1-basic-data-model-3b54451e25ec
https://www.youtube.com/watch?v=2WnAOV7nHW0
https://www.youtube.com/watch?v=Uk91lEiKn2g

I haven't implemented one yet, so I can't really recommend one way to do it."

The design patterns catalog looks amazing! I will definitely going to read that stuff. And thanks for asking around :)

Never heard about a "Factory Method" or some of the other things on there. In the space game i think I'm using 3 different methods at the same time :P I have made some inventory systems before and the upgrades are in a way similar. adding scriptable objects to a list and instantiating UI slots who take in the information from these scriptables. 

After the jam let me know if your mac version of the game(s) is online by the way :)

Mac version done. Thanks to you, I found a mistake I made in the inputs and I added a little asteroide to help the player to see when he (or she) move at the beginning. Because in space you can loose sens of perspective without landmarks.