Make A Game Like Pokemon in Unity | #107 - Refactor Forgetting Moves
This is Part 107 of Make a Game Like Pokemon Series in Unity. In this video, we'll refactor the code for forgetting moves using generic selector & state stack architecture. Checkout the 3D Pokemon Course - Get the complete project files of this series - Get script files for each part of this series (Useful to find mistakes in your script) 0:00 - Create a state for Move To Forget Selection 1:48 - Refactor MoveSelectionUI to use Generic Selector 4:03 - Implement MoveToForget state 11:01 - Push MoveToForget state if there are no move slots left 16:44 - Clean up the old/unused code 19:01 - Fix errors, assign script/references 20:57 - Test Features I'm planning to cover next If you like this series, consider subscribing to the channel and leave a like on the video to help this channel grow.
Hi, my name is Athul. I'm a Software Engineer who is passionate about Game Programming The problem I'm trying to solve Most of the unity tutorials on youtube are beginner-level that focuses on creating something without considering good practices, design patterns, etc. This is fine when you're making a small game like flappy bird, but for bigger games (like an RPG), it's important to architect it in a scalable way using design patterns and good development practices, otherwise, it will become too messy and frustrating to work on as it grows. I focus on creating intermediate-level tutorial series that covers the creation of games using a good and scalable architecture. Before making a tutorial, I make sure the code is clean and readable. Tutorial series I'm working on Turn-Based RPG like Pokemon in Unity - In this series, I've covered topics like turn-based battle systems, grid-based movement, random encounters with wild pokemon, storing the data of pokemon as scriptable objects