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Beat on-Beat - Client Architecture

We constructed a simple client logic framework that separates logic from presentation.


The most important concept in this framework is the Finite-State Machine(FSM). We use FSM control most of the state transformation in our game.

FSM Example

And our architecture is an event-driven architecture, which implements a publish-subscribe design pattern and uses event events to trigger and communicate between different components like ActorManager, ActionControlCenter, and MusicBGCtrlComp.


We use this framework to control our battle after matchmaking. Before that, we mainly use PlayerMaker, visual scripting for Unity, to help us speed up our game development process.


Architecture Class Diagram

External Library:


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