PathwaysEngine I just released right now is the culmination of my efforts to create a game engine.
It has aspects of FPSs, RPGs, and, perhaps uniquely, Text Adventures.
Movement and Cameras are controlled by the typical “WASD” & Mouse, but more advanced input is achieved through a text-based command line.
The source is written in C#, and targets Unity, a common game development engine.
Below is an overview of the namespaces, and some other important information.
The engine is split into a few sub-namespaces of the main
PathwaysEngine namespace, each having its own vital function.
One of the largest namespaces in the engine, and with the class hierarchy among
Parserclass and all related text-interface aspects of the engine (it’s namespace alias is
intf, short for “Interactive Fiction”).
Deals with the mathematical & effect-based subsystems which define how the
Actors move, make sounds, animate, and interact, physically.
This namespace contains very generic library & framework code, external libraries, and other loose ends. Be aware that code in this folder is not necessarily part of the
PathwaysEngine, and may not even be in the namespace.
Deals with items, their abilities, and the inventory window UI.
Handles all statistical combat / event interactions, including all manner of powers, abilities, dice rolls, and resistances.
Deals with Everything else. This class contains things suchas user input controls, via the
Controlclass, variouscamera scripts, and misfits from other namespaces.
More to come!