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Many Unity tutorials start with just attaching the camera as a child to the player. While this is a quick and easy way to get going (while also demonstrating pretty well how transform hierarchies work), it's usually not how most real games end up controlling their camera. If you want your camera to follow the position of an object but not its rotation, then ...


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Common wisdom when it comes to MMO economics is to just let players decide at what prices they are willing to trade resources and equipment between each other. Create a trade platform where sellers can offer items or resources for any price and where buyers can then accept those offers if they find them fair (often called "auction house"). Some games also ...


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First of all, remember that Half Life 1 was released back in 1998. It did a lot of things nobody ever tried before in the first person shooter genre, both in technology and narrative. Yes, I know it's hard to believe if you look at HL1 from a 2020 perspective. But back then the graphics were a revolution. The standard back then was Quake (one). But perhaps ...


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You could have a function that takes in a string, which can be loaded dynamically, and returns a new ability. Ability createAbilityById(String s) { switch (s) { case “leap”: return new LeapAbility(); case “foo”: return new FooAbility(); ... } } You can also look into reflection if your language supports it, but it may be ...


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Break the rules This question arises from the already standard item system in most of the RPG games. The perfect example would be potions, there have been many memes regarding the collecting of potions, because "I might need them later". Every RPG producer had to face the problem and many have failed. This comes from the wrong understanding that "The ...


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