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.