Creating Gameplay

Define your core data.

Define currencies and inventory slots.

Define (data) Categories

A category is just a String. This makes it very versatile but also introduces some considerations. E.g. if you define a category and then delete it again, the deletion will have zero side effect. All objects that you have assigned the category to, will remain as they are. Think of a category as a Tag.

Categories are defined in the Database Location and you can define categories for:

Define your Base Data Model data

  • Define your unit attributes.

    • Example: In Warcraft 3, hero units have 3 Attributes: Strength, Intelligence, Agility. One of them is the hero’s primary attribute. E.g. the blade master’s primary attribute is Agility. Under the hood there are 6 Attributes: Strength, Intelligence, Agility, StrengthPrimary, IntelligencePrimary, AgilityPrimary and each hero unit gets assigned 1 primary and 2 secondary attributes. You can model Attributes exactly like that in TBE.

  • Create Units

  • Create Abilities

    • An Ability is assigned to a Unit and (instances of) that Unit can then "cast" that Ability.

    • It is possible to create an Ability and assign it to multiple Units but bear in mind that Abilities can call Unit animations and those animations must be present in each Unit that should use the Ability.

  • Add sounds and visual effects