YAGNI Principle Under the Context of Unity Game Development
Arshad Hussain
Founder & Director @ OPEOPLE LISTEN TECHNOLOGIES | Unreal Engine | Unity Engine | Roblox | PlayCanvas | Blender | C | C++ | C# | Java | Javascript | HTML | CSS | Python |
Principle: YAGNI suggests not implementing features until they are actually needed, preventing unnecessary complexity. In the context of game development, YAGNI helps ensure that only essential features are implemented, keeping the system simple and focused.
Example: Feature Planning for Abilities. Suppose you're planning a system for player abilities. You might think about adding complex features like ability chaining or combination systems right away. However, if these features are not currently needed or planned for immediate use, YAGNI suggests holding off on their implementation.
Applying YAGNI to the Chef's Skill System Analogy
Imagine a restaurant kitchen where the chef has a few essential skills, such as "Chop Vegetables," "Grill Meat," and "Prepare Dessert." These are the core skills needed to fulfill the menu. However, the chef also knows more advanced or niche skills, like "Carve Ice Sculptures" or "Flambé Desserts." While these skills could be impressive, they aren't necessary for the current menu and might never be used.
YAGNI in the Kitchen:
YAGNI in Unity Game Development:
Example in Game Development
Suppose you're developing a platformer game with a character that has the ability to jump and attack. Initially, you focus on getting these mechanics right. While designing, you might think of adding wall jumps, double jumps, or different attack combos. However, until it's clear that these features are necessary for enhancing gameplay or meeting player expectations, YAGNI advises against implementing them.
By following the YAGNI principle, you keep the system lean and manageable, ensuring that resources are dedicated to features that provide immediate value to the player. This approach helps in maintaining a clear focus on essential gameplay elements, reducing development time and avoiding potential technical debt.
Unity Example: Basic Ability System
In Unity game development, a Basic Ability System is a framework designed to handle the abilities or skills that a character can perform, such as attacks, spells, or special moves. This system is fundamental in many games, providing a structured way to manage different abilities and their effects, cooldowns, and other mechanics.
Key Components of a Basic Ability System
领英推荐
Example of a Basic Ability System in Unity
Here's a simplified example to illustrate how a basic ability system might be implemented in Unity:
//C# | Basic Ability System
/*
A simple ability system in Unity might look like this:
*/
using UnityEngine;
public class Ability : MonoBehaviour
{
public string abilityName;
public float cooldown;
private float cooldownTimer;
void Update()
{
// Update the cooldown timer
if (cooldownTimer > 0)
{
cooldownTimer -= Time.deltaTime;
}
}
public void UseAbility()
{
if (cooldownTimer <= 0)
{
// Perform the ability's action
Debug.Log($"{abilityName} used.");
// Reset the cooldown timer
cooldownTimer = cooldown;
}
else
{
Debug.Log($"{abilityName} is on cooldown.");
}
}
}
In this example:
Player Controller
The player controller or another managing class can handle the triggering of abilities based on player input.
public class PlayerController : MonoBehaviour
{
public Ability fireballAbility;
void Update()
{
// Check for input and use the ability
if (Input.GetKeyDown(KeyCode.F))
{
fireballAbility.UseAbility();
}
}
}
Considerations and Enhancements
By keeping the initial system simple and modular, developers can iteratively add more complexity and features as needed, ensuring that the system remains maintainable and scalable. Hence this system avoids adding speculative features or complexities, adhering to the YAGNI principle.
Here are some frequently asked questions (FAQs) about the YAGNI principle in the context of Unity Game Development: