#movementmanager
Explore tagged Tumblr posts
zephthepto · 5 months ago
Text
Nebula topic 2 - Battle manager system
Our game was designed to be a turn based game, meaning that only one character can be doing actions at any given time, and that they can only do a single action during any point in their turn. This was a gameplay system that needed considerable planning otherwise things could easily break. 
There were several pitfalls I wanted to avoid when designing this system:
Having multiple characters thinking its their turn to do an action
Having a character start one action while already doing another
Having characters do actions despite being dead
Having the battle stuck on a dead character’s turn
Unfortunately, I had fallen into these pitfalls and many more plenty of times throughout the development of this system. The system has undergone 3 major iterations so far, and I currently see the latest one as an overall very elegant solution.
The first iteration of the system was being designed from the ground up. I was focusing a lot of effort on the planning of this solution to build a very stable foundation for everything else to be built atop of. From the beginning, I was aiming for maximising the modularity of the systems, meaning that even as this evolved, the surrounding systems didn’t need to care about the exact implementation to produce the results they were supposed to produce.
The general idea of this system is quite simple; there is to be a singleton BattleManager which is the main heart of the operation. This prepares a battle, taking all of the participants and tells them to prepare before the battle begins. Once all the preparations are done, it looks at its queue and tells the first unit to begin its turn, by which point it waits for a response back from the unit that its turn has completed. When this happens, it checks if the battle should be over, and if not, it shifts the active unit to the back of the queue and repeats the process until the battle is determined to be over.
The units in this case are represented by a UnitTurnController script which gets attached to objects that already have a UnitBase script. This UnitTurnController script handles every action a unit may choose to do on their turn, namely using cards, doing movement and ending their turn. This of course comes with plenty of utility functions too while also outsourcing the complex actions to their own managers, namely the CardEffectManager and the MovementManager. This script then gets inherited from to create the PlayerTurnController and NPCTurnController, which are used for the player character and any non player characters respectively. Each of these overrides several functions to allow the relevant systems to interface with them. For instance, the PlayerTurnController interfaces with certain UI elements to tell the player what they are able to do at any given point, and allows the player to make actions on behalf of their character. On the other hand, we have the NPC turn controller who would have an algorithm controlling what choices they make. 
Tumblr media
It may be hard to make out the exact details of the illustration, but this general plan has been developed further into a more specific, sectioned flow chart. This illustrates relevant scripts in the saturated title boxes, following an internally consistent colour scheme I used for development. The overarching idea here is that the battle manager has a loop which continues whenever it is told a turn has been completed. This happens when a given UnitTurnController’s internal loop is told its turn should be completed. This happens whenever ending the turn is chosen as an action. Alternate actions can keep being taken until ending the turn is chosen. Each alternate action outsources to some manager.
Tumblr media
This system, while functional with basic functionality, really struggled when status effects were introduced. Namely, the issue was that units could die on their own turn, which becomes a major obstacle. The system was able to be kept afloat for a while with some workarounds thrown into the functions, but it was by no means a long term solution. The issues piled up further when it was time to add the functionality that lets the player win a battle. This is when I realised a severe rework was going to be in order.
What I needed is a system designed to be fully interruptible from any point in a character’s turn. It needs to always know that the game is in a state where it is permitted to do an action before it does an action. Another issue I’ve been having with the previous system is that certain things are simply unable to wait to be finished before the next thing happens. This is also crucial because at this stage in development, item drops were about to be added to the game, and it needed to be able to allocate the time for the item to drop to a designated position before a new action can be taken. In essence, the system had to fundamentally guarantee only one thing can be happening at any given time
Tumblr media
By this point in the project, I had been getting much more comfortable with using coroutines, which had already been put to use in creating the battle system. One thing the previous implementation lacked was commitment to using coroutines. It had coroutines stopping and waiting for a new thing to start a fresh coroutine anew. It was creating a lot of loose ends that were hard to keep on the same page.
With this all in mind, I had formulated a new plan that distinctly splits the gameplay into several interwoven loops. 
The Game as a whole contains everything, this level handles what happens before a battle starts and after a battle ends. For instance, this can make new battles begin after a previous one ends. 
The Battle Encounter contains things specific to the battle happening at a given time. This includes preparing everything before a battle, cleaning everything up after a battle, and telling a unit in the queue to do its turn.
The Unit Turn contains specifically what a unit is able to do before its turn ends. This includes setting itself up to start a turn, cleaning up if the turn needs to be ended, along with looping through actions while permitted.
The Action Permission Loop is what happens when a unit determines whether it can do an action. Here, the first thing that happens is the unit asks the battle manager if it is able to do an action. The battle manager determines whether or not this unit is dead, whether the battle is continuing and whether this unit actually had previously asked to end its turn. Based on all of that, it splits into either ending the battle, ending the turn or actually permitting the unit to do an action. With something very similar to the previous implementation of the actual action selection.
Tumblr media
While I was working on implementing this into the engine, I had a discussion with my module tutor, making me realise that this system is in reality quite redundant. As such I had made a few modifications off the top of my head to make it more aligned to how I interpreted the suggestions. It essentially boils down to making everything entirely function within layered coroutines. Due to my very modular design work up until this point, switching the implementation proved to not be too challenging.
Tumblr media
Unfortunately, this visualisation of the system came after the fact, I did not at all think to change the individual turn actions out of running in parallel, since they were already mostly functional. Because of this oversight, the implementation of the NPC turn choice algorithms ended up making it to playtesting with a lot of outdated code trying to start new parallel actions during actions, causing the coroutine to branch several times. It was very hard to debug and had grounded me back to remembering why I used to dislike working with coroutines the few times I had previously done so.
The fix was simple once I had found it, I had some old StartCoroutines from the initial reply system firing off to manually loop the sections, whilst it was already looping automatically. As I’m writing this blog, I realise that despite this being an issue with refactoring, it does not entirely fit my personal criteria of being an elegant solution in the state it is now. I think it could be interesting to see if I could manage to get it all into one continuous coroutine, I believe this would make the implementation even more reliable, and could simplify several other aspects of the game which need to check if an action is permitted in the first place. 
Tumblr media
0 notes
blickensynths · 4 years ago
Video
instagram
Very excited that the Falistri is arriving in store tomorrow Posted @withregram • @fraptools Today we’ll create some complex waveforms with Falistri! Using both generators at audio rate, and patching one’s EOF to the other’s trig/gate input, we can obtain a sort of flip sync, where an oscillator forces the other to its rising stage.⁠ ⁠ Oh, there’s more! You can use the same V/oct signal for both channels and put a slew limiter before the synced oscillator. You’ll obtain something very similar to BRENSO’s flip sync with integrator! #BlickenSynths #FrapTools #Falistri #MovementManager #FunctionGenerator #Oscillator #NewArrivals #Eurorack #EurorackModular #EurorackSynth #Eurocrack #Modular #ModularSynthesizer #ModularSynthesizers #ModularSynth #ModularSynths #ModularSynthesis #Synthesizers #Synthesizer #Synths #Synth #SynthPorn #ElectronicMusic #IndependentRetailer #ModularIsLife #UK #Webstore #InternetShopping #ShippingNow (at Chelmsford, Essex) https://www.instagram.com/p/CSsB864j0qF/?utm_medium=tumblr
0 notes
ginnasticnutrition · 3 years ago
Text
0 notes
jobswzayef · 7 years ago
Text
Assistant Spa Manager
Assistant Spa Manager An Assistant Spa Manager is responsible for assisting the Spa Manager with operations team management and training to deliver an excellent Guest and Member experience while helping to achieve annual revenue targets.What will I be doing?As an Assistant Spa Manager you will be responsible for assisting the Spa Manager with operations team management and training to deliver an excellent Guest and Member experience. An Assistant Spa Manager will also be required to help achieve revenue targets and manage customer feedback. Specifically you will be responsible for performing the following tasks to the highest standards Assist Spa Manager with managing operationsManage and carry out procedures have current knowledge of treatments and ensure all treatments comply with current legislation and company standardsEnsure client experience is proficient including bookings payments and consultation cardsAssist Spa Manager with managing spa team members to ensure high motivation provision of high quality service and ongoing developmentAssist Spa Manager with the recruiting managing training and development of the teamAssist Health Club Manger in meeting revenue targetsAssist Spa Manager in meeting department annual budget and be accountable for maintaining and operating within financial targets as well as net movementManage customer feedback effectively to ensure continuous service and programme improvementInstill brand values and standards to maintain quality on a daily basisLiaise with other hotel departmentsEnsure customers and guests receive friendly and consistent personalised service from all team membersRespond to audits to ensure continual improvement is achievedMaintain awareness of department security related to cash stock and equipment and ensure all department procedures are followedEnsure health safety and COSHH regulations are complied with and club rules are observed by members clients and guestsWhat are we looking for?An Assistant Spa Manager serving Hilton brands is always working on behalf of our Guests and working with other Team Members. To successfully fill this role you should maintain the attitude behaviours skills and values that follow Supervisory experience within the spa industryAbility to work under pressureExcellent grooming standardsWillingness to develop team members and selfFlexibility to respond to a range of different work situationsAbility to work on your own or in teams It would be advantageous in this position for you to demonstrate the following capabilities and distinctions Passion for customer serviceAbility to meet financial targetsRelevant qualificationsWhat will it be like to work for Hilton?Hilton is the leading global hospitality company spanning the lodging sector from luxurious full service hotels and resorts to extended stay suites and mid priced hotels. For nearly a century Hilton has offered business and leisure travelers the finest in accommodations service amenities and value. Hilton is dedicated to continuing its tradition of providing exceptional guest experiences across its global brands. Our vision to fill the earth with the light and warmth of hospitality unites us as a team to create remarkable hospitality experiences around the world every day. And our amazing Team Members are at the heart of it all! EOE AA Disabled Veterans En savoir plusTout afficher * راتب مجزي جداً. * مكافأت و حوافز متنوعة. * توفير سكن مؤثث أو بدل سكن. * أنتقالات أو توفير بدل عنها. * توفير تذاكر السفر لمن يشغل الوظيفة و عائلته. * نسبة من الأرباح الربع سنوية. * أجازات سنوية مدفوعة الراتب بالكامل. * مسار وظيفي واضح للترقيات. * بيئة عمل محفزة و مناسبة لحالة الموظف. * تأمين طبي للموظيف و عائلته. * تأمينات أجتماعية. التقدم و التواصل مباشرة دون و سطاء عند توافر الألتزام و الجدية التامة و المؤهلات المطلوبة علي: [email protected]
0 notes
apprenticeshipsinlondon · 8 years ago
Text
Apprentice Warehouse Operative
Redhill, Surrey, UK First4Skills An exciting opportunity to join a growing small business as a Warehousing apprentice.Graphters is a rapidly growing cosmetics sales and distribution business based in Redhill, Surrey.An exciting opportunity to join a growing small business as a Warehousing apprentice, full training will be givenGraphters is a rapidly growing cosmetics sales and distribution business based in Redhill, Surrey. It is fast becoming a major player in the UK cosmetics industry offering a popular range of sun protection and high-end beauty products to prestigious retail clients and individual customers. Winning a multitude of awards and attracting outstanding reviews, our impressive client base already includes: Marks and Spencer, John Lewis, Waitrose, Fenwick, House of Fraser, World Duty Free, Space NK, Feel Unique, Gorgeous Shop, Look Fantastic, QVC, major airlines, ferries and cruise ships.Due to our continued expansion and impressive sales growth we now seek ambitious apprentices to join our successful warehouse team in Redhill, Surrey.As a key member of the team you will report to the warehouse supervisors.Duties to include:,Preparing a multitude of stock for shipmentCommunicating regularly with senior managementPicking and packing on a stock line and general stock movementManaging spreadsheets for stock and salesCommunicating product information and delivery timescales to customersUploading information to customer order process systemsProcessing stock and consumables requirements and ordersLiaising with the warehouse staff (on-site) with respect to critical timelinesPersonal Qualities:,Polite Motivated AmbitiousTeam playerCompetent in handling product with extreme accuracyPhysically fitAttention to detailOther key skills and attributes: accurate, methodical, literate, numerate, punctual and loyal with an excellent telephone mannerQualifications Required:,GCSE Maths & English or equivalentFuture Prospects:,Progression for the right candidates into Warehouse Management, Brand Management or LogisticsTraining Provided:The apprenticeship training is provided by First4Skills and is 100% work based learning. There is no need to worry about travelling to a college as all of our Area Trainers will visit you at your place of employment on a monthly basis. The apprenticeship will be for a minimum of 12 months and will consist of an NVQ, Technical Certificates & Functional Skills in Maths and English. . Advertised through Zoek. from Youth In Jobs https://youthinjobs.co.uk/job/10005/apprentice-warehouse-operative/
0 notes
apprenticeshipsinlondon · 8 years ago
Text
Apprentice Warehouse Operative
Redhill, Surrey, UK First4Skills An exciting opportunity to join a growing small business as a Warehousing apprentice.Graphters is a rapidly growing cosmetics sales and distribution business based in Redhill, Surrey.An exciting opportunity to join a growing small business as a Warehousing apprentice, full training will be givenGraphters is a rapidly growing cosmetics sales and distribution business based in Redhill, Surrey. It is fast becoming a major player in the UK cosmetics industry offering a popular range of sun protection and high-end beauty products to prestigious retail clients and individual customers. Winning a multitude of awards and attracting outstanding reviews, our impressive client base already includes: Marks and Spencer, John Lewis, Waitrose, Fenwick, House of Fraser, World Duty Free, Space NK, Feel Unique, Gorgeous Shop, Look Fantastic, QVC, major airlines, ferries and cruise ships.Due to our continued expansion and impressive sales growth we now seek ambitious apprentices to join our successful warehouse team in Redhill, Surrey.As a key member of the team you will report to the warehouse supervisors.Duties to include:,Preparing a multitude of stock for shipmentCommunicating regularly with senior managementPicking and packing on a stock line and general stock movementManaging spreadsheets for stock and salesCommunicating product information and delivery timescales to customersUploading information to customer order process systemsProcessing stock and consumables requirements and ordersLiaising with the warehouse staff (on-site) with respect to critical timelinesPersonal Qualities:,PoliteMotivatedAmbitiousTeam playerCompetent in handling product with extreme accuracyPhysically fitAttention to detailOther key skills and attributes: accurate, methodical, literate, numerate, punctual and loyal with an excellent telephone mannerQualifications Required:,GCSE Maths & English or equivalentFuture Prospects:,Progression for the right candidates into Warehouse Management, Brand Management or LogisticsTraining Provided:The apprenticeship training is provided by First4Skills and is 100% work based learning. There is no need to worry about travelling to a college as all of our Area Trainers will visit you at your place of employment on a monthly basis. The apprenticeship will be for a minimum of 12 months and will consist of an NVQ, Technical Certificates & Functional Skills in Maths and English. . Advertised through Zoek. from Youth In Jobs https://youthinjobs.co.uk/job/9511/apprentice-warehouse-operative/
0 notes