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Stuck In A Simulation's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Usage of DOTS | #4 | 4.265 | 4.455 |
Gameplay | #7 | 2.959 | 3.091 |
Overall | #8 | 3.155 | 3.295 |
Theme | #11 | 3.220 | 3.364 |
Aesthetics | #11 | 2.176 | 2.273 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Usage of DOTS/ECS in this project
I utilized Unity's Data-Oriented Technology Stack (DOTS) and Entity Component System (ECS) to implement key game functionalities:
Combat: Utilized ECS systems to find targets and manage projectile shooting mechanics efficiently.
Movement: Implemented ECS-based systems to handle unit movement towards targets and stop commands. I used Unitys ECS Kinematic Character Controller.
Spawn and Destroy: Managed entity spawning and destruction.
Damage and Collisions: Implemented damage calculations and collision detection.
MonoBehaviour scripts were used for integrating UI elements and managing high-level game logic.
Source Code Repo
https://gitlab.com/bened63/stuck-in-a-simulation/-/tree/6d7d8b53ed85b0959c3b6582d19848dd08cae4b4
Percentage of original art created for this project
1% - The 3D environment models are from a Synty Studios pack.
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Comments
I like the switching concept. One or two extra unit types would be neat. Good job !
Yes, more units would be nice. At the beginning, I wanted to have 3 unit types. However, I was not able to do that in time! I'm working on a post-jam version, though. Thanks.
Pretty cool!
Nice tactical game with one unit type countering another but not counting towards victory, and a clever play-against-yourself trick.
It's a cool simulation game, definitely a good showcase of what DOTS can do. A couple more unit types would definitely add more variety to the gameplay. Great Job on getting it running!
Btw I'm not sure if its just me, but your link to your repo requires a login, you might want to consider making it public so others can see it.
Thanks for the hint. I have now set it to public.
Would be nice to see where the enemies would spawn each round, not super easy to remember where I placed them. Though it was a bit too easy to avoid the archers since they barely had any horizontal mobility.