In this video I describe what a game architecture actually is. This topic includes organization and production methods for managing your game project files.
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Ruins of Tearyn
How to Build an Indie MMO:
Ruins of Tearyn: Smallest MMO
Creating Classic MMO Mechanics in UE: Ruins of Tearyn | Inside Unreal
Ko-FI:
gameDEVbeauty:
TheMainStark:
Vertical Third:
Stark Gaming:
Loot Documentation:
Scoreboard Documentation:
Loot Table Documentation:
Recipe Documentation:
AI Spawner Documentation:
Quest Documentation:
KitBash Cosmetic Documentation:
Action System Documentation:
Action Singles Documentation:
AI Setup Documentation:
Player Action Kit Documentation:
00:00 Introduction
00:53 About Us
02:20 What is a Game Architecture?
03:11 The Problem & Solution
06:11 Ways to use a Game Architecture
08:33 Current Game Tech Stack
09:10 Disclaimer!
09:51 File & Folder Management
13:00 Variable & Function Names
14:03 Database
14:39 Tooling
15:11 Player Character Components
15:50 Input Component
17:00 Statistics Component
17:26 Crafting, Quest, Inventory Component
17:35 Targeting Component
17:58 Experience Component
18:10 Death Component
18:20 Action Manager Component
19:00 Widget Component
19:10 MeshVFX Component
19:42 Team Component
19:55 Animation Component
20:24 GraphData Component
20:58 Loot Component
21:42 Progression Component
22:00 AI Specific Components
22:42 Player Controller
23:53 Communication - Interfaces
24:38 Functions & Separating Code from Data
25:29 Localization
26:05 AI Spawners
26:51 Loot
27:40 Action Spawner
30:36 Pooling & Scene Components
32:01 AI Logic - Defense
33:50 AI Logic - Engage
34:40 AI Logic - Buff
35:26 AI Logic - Heal
36:25 AI Logic - Debuff
37:15 AI Logic - Offense
38:55 Passive Abilities
43:00 Perspectives
44:45 Test Levels
46:06 Outro