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Visual condition tree logic

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Escape if-else Hell: Visual Conditional Logic That Scales

TinyGiants
GES Creator & Unity Games & Tools Developer

Every game is basically a giant pile of conditions. "Only deal fire damage if the enemy isn't immune AND the player has a fire buff AND a random crit check passes." When you're prototyping, you throw an if-statement into a callback and move on. Thirty seconds. Works. You feel productive.

Then the prototype ships into production. Those thirty-second if-statements start breeding. One becomes five. Five becomes fifty. Fifty becomes "where the hell is the condition that controls the loot drop rate for the second boss?" And now your designer is standing behind you asking if they can change a damage threshold from 0.3 to 0.25, and you're explaining that it'll take a recompile.

Welcome to if-else hell. Population: every Unity project that lasted more than three months.