Architecture of Overworld¶
Purpose¶
This service connects the minigames and provides the base game platform.
General code structure¶
All selfwritten code files are stored in Assets/Scripts and are used by gameobjects in the scenes which are stored in Assets/Scenes.
Starting the service¶
See the README.
What to look at¶
What to ignore¶
Assets/Scripts/MoveTilesEditor.cs (because it is UnityEditor only)
Known Design Flaws¶
UniTask return values are not working correctly
Known Problems¶
There is currently only one player in only one course -> you have to reset the DB every time before testing, e.g. when testing unlocking behavior
The way player- and course- data is being communicated from the level selection screen to the overworld or from the overworld to the minigames is currently highly unstable or non-existing. See also the single-player and -course restriction above.
Known Bugs¶
An up-to-date list of open bugs can be found at https://github.com/orgs/Gamify-IT/projects/6/ by searching for overworld.
Tests¶
Everything is manually tested with these testplans.