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		<title><![CDATA[ForumTotal.com - Game Development Tutorials & Industry Talk]]></title>
		<link>https://forumtotal.com/</link>
		<description><![CDATA[ForumTotal.com - https://forumtotal.com]]></description>
		<pubDate>Mon, 20 Apr 2026 08:05:20 +0000</pubDate>
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			<title><![CDATA[How do I decide between a state pattern and a switch for Unity enemy AI?]]></title>
			<link>https://forumtotal.com/thread/how-do-i-decide-between-a-state-pattern-and-a-switch-for-unity-enemy-ai</link>
			<pubDate>Fri, 17 Apr 2026 15:06:49 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forumtotal.com/member.php?action=profile&uid=1309">StevenM</a>]]></dc:creator>
			<guid isPermaLink="false">https://forumtotal.com/thread/how-do-i-decide-between-a-state-pattern-and-a-switch-for-unity-enemy-ai</guid>
			<description><![CDATA[I’ve been trying to implement a proper state machine for my enemy AI in Unity, but I keep running into issues where states seem to bleed into each other and cause weird behavior. My current setup uses a switch statement, and managing the transitions feels messy and error-prone. I’m wondering if a more structured approach, like the State pattern, is worth the extra architecture or if I’m just overcomplicating my basic NPCs.]]></description>
			<content:encoded><![CDATA[I’ve been trying to implement a proper state machine for my enemy AI in Unity, but I keep running into issues where states seem to bleed into each other and cause weird behavior. My current setup uses a switch statement, and managing the transitions feels messy and error-prone. I’m wondering if a more structured approach, like the State pattern, is worth the extra architecture or if I’m just overcomplicating my basic NPCs.]]></content:encoded>
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		<item>
			<title><![CDATA[How do I prevent state bleed in a Unity AI state machine?]]></title>
			<link>https://forumtotal.com/thread/how-do-i-prevent-state-bleed-in-a-unity-ai-state-machine</link>
			<pubDate>Fri, 17 Apr 2026 13:38:46 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forumtotal.com/member.php?action=profile&uid=2413">MatthewDG</a>]]></dc:creator>
			<guid isPermaLink="false">https://forumtotal.com/thread/how-do-i-prevent-state-bleed-in-a-unity-ai-state-machine</guid>
			<description><![CDATA[I’ve been trying to implement a proper state machine for my enemy AI in Unity, but I keep running into issues where states seem to bleed into each other, like the enemy getting stuck in an attack animation when it should have transitioned to chase. My transition conditions are just a mess of boolean checks and it’s becoming a nightmare to debug or add new behaviors.]]></description>
			<content:encoded><![CDATA[I’ve been trying to implement a proper state machine for my enemy AI in Unity, but I keep running into issues where states seem to bleed into each other, like the enemy getting stuck in an attack animation when it should have transitioned to chase. My transition conditions are just a mess of boolean checks and it’s becoming a nightmare to debug or add new behaviors.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[What’s the best way to handle branching dialogue in a 2D RPG: node or JSON?]]></title>
			<link>https://forumtotal.com/thread/what%E2%80%99s-the-best-way-to-handle-branching-dialogue-in-a-2d-rpg-node-or-json</link>
			<pubDate>Fri, 17 Apr 2026 12:11:08 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forumtotal.com/member.php?action=profile&uid=1648">Aubrey_M</a>]]></dc:creator>
			<guid isPermaLink="false">https://forumtotal.com/thread/what%E2%80%99s-the-best-way-to-handle-branching-dialogue-in-a-2d-rpg-node-or-json</guid>
			<description><![CDATA[I’ve been trying to implement a basic dialogue system for my 2D RPG, but I’m stuck on how to cleanly handle branching choices without my script becoming a tangled mess of if-statements. I keep wondering if I should be using a visual node editor or just structuring my JSON data differently.]]></description>
			<content:encoded><![CDATA[I’ve been trying to implement a basic dialogue system for my 2D RPG, but I’m stuck on how to cleanly handle branching choices without my script becoming a tangled mess of if-statements. I keep wondering if I should be using a visual node editor or just structuring my JSON data differently.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How can I structure dialogue data to remember past choices in an RPG?]]></title>
			<link>https://forumtotal.com/thread/how-can-i-structure-dialogue-data-to-remember-past-choices-in-an-rpg</link>
			<pubDate>Fri, 10 Apr 2026 15:37:42 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forumtotal.com/member.php?action=profile&uid=1736">OliviaAT</a>]]></dc:creator>
			<guid isPermaLink="false">https://forumtotal.com/thread/how-can-i-structure-dialogue-data-to-remember-past-choices-in-an-rpg</guid>
			<description><![CDATA[I’ve been trying to implement a basic dialogue tree for my RPG prototype, but I’m stuck on how to cleanly handle branching choices without my script becoming a tangled mess of if-statements. What’s a good way to structure the data so a conversation can remember a player’s earlier decisions?]]></description>
			<content:encoded><![CDATA[I’ve been trying to implement a basic dialogue tree for my RPG prototype, but I’m stuck on how to cleanly handle branching choices without my script becoming a tangled mess of if-statements. What’s a good way to structure the data so a conversation can remember a player’s earlier decisions?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Should i use a third-party asset store for the user interface?]]></title>
			<link>https://forumtotal.com/thread/should-i-use-a-third-party-asset-store-for-the-user-interface</link>
			<pubDate>Fri, 10 Apr 2026 12:41:31 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forumtotal.com/member.php?action=profile&uid=1348">James_S</a>]]></dc:creator>
			<guid isPermaLink="false">https://forumtotal.com/thread/should-i-use-a-third-party-asset-store-for-the-user-interface</guid>
			<description><![CDATA[I’m trying to decide if I should use a third-party asset store for my current project’s UI, but I’m worried it will make everything feel generic. I spent a week customizing a purchased menu system and it still doesn’t quite fit the game’s unique tone.]]></description>
			<content:encoded><![CDATA[I’m trying to decide if I should use a third-party asset store for my current project’s UI, but I’m worried it will make everything feel generic. I spent a week customizing a purchased menu system and it still doesn’t quite fit the game’s unique tone.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How can I implement a clean dialogue tree without spaghetti code in a 2D RPG?]]></title>
			<link>https://forumtotal.com/thread/how-can-i-implement-a-clean-dialogue-tree-without-spaghetti-code-in-a-2d-rpg</link>
			<pubDate>Fri, 10 Apr 2026 11:13:19 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forumtotal.com/member.php?action=profile&uid=1023">EmmaS</a>]]></dc:creator>
			<guid isPermaLink="false">https://forumtotal.com/thread/how-can-i-implement-a-clean-dialogue-tree-without-spaghetti-code-in-a-2d-rpg</guid>
			<description><![CDATA[I’ve been trying to implement a basic dialogue system for my 2D RPG, but I’m stuck on how to structure the branching logic cleanly without it turning into spaghetti code. My current approach uses a ton of nested if-else statements and it’s already becoming unmanageable with just a few conversation paths.]]></description>
			<content:encoded><![CDATA[I’ve been trying to implement a basic dialogue system for my 2D RPG, but I’m stuck on how to structure the branching logic cleanly without it turning into spaghetti code. My current approach uses a ton of nested if-else statements and it’s already becoming unmanageable with just a few conversation paths.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[What’s the best way to fix state transitions in Unity AI state machine?]]></title>
			<link>https://forumtotal.com/thread/what%E2%80%99s-the-best-way-to-fix-state-transitions-in-unity-ai-state-machine</link>
			<pubDate>Fri, 10 Apr 2026 09:37:08 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forumtotal.com/member.php?action=profile&uid=565">AnthonyH</a>]]></dc:creator>
			<guid isPermaLink="false">https://forumtotal.com/thread/what%E2%80%99s-the-best-way-to-fix-state-transitions-in-unity-ai-state-machine</guid>
			<description><![CDATA[I’ve been trying to implement a proper state machine for my enemy AI in Unity, but I keep running into issues where states seem to bleed into each other, like the chase state occasionally triggering an attack animation before the enemy is actually in range. Has anyone else hit this specific snag with managing state transitions and how did you untangle it?]]></description>
			<content:encoded><![CDATA[I’ve been trying to implement a proper state machine for my enemy AI in Unity, but I keep running into issues where states seem to bleed into each other, like the chase state occasionally triggering an attack animation before the enemy is actually in range. Has anyone else hit this specific snag with managing state transitions and how did you untangle it?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Should i use a tilemap or sprites for level blocks in a 2d platformer?]]></title>
			<link>https://forumtotal.com/thread/should-i-use-a-tilemap-or-sprites-for-level-blocks-in-a-2d-platformer</link>
			<pubDate>Wed, 08 Apr 2026 22:09:33 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forumtotal.com/member.php?action=profile&uid=413">EmmaLR</a>]]></dc:creator>
			<guid isPermaLink="false">https://forumtotal.com/thread/should-i-use-a-tilemap-or-sprites-for-level-blocks-in-a-2d-platformer</guid>
			<description><![CDATA[I’m trying to decide between using a tilemap or individual sprites for my 2D platformer’s level blocks, and I keep going back and forth. The tilemap is great for quickly painting out the ground and walls, but when I need to place unique interactive objects or detailed background pieces, it feels like I’m fighting the system.]]></description>
			<content:encoded><![CDATA[I’m trying to decide between using a tilemap or individual sprites for my 2D platformer’s level blocks, and I keep going back and forth. The tilemap is great for quickly painting out the ground and walls, but when I need to place unique interactive objects or detailed background pieces, it feels like I’m fighting the system.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[What's causing my 2D platformer collision to fail on diagonal walls?]]></title>
			<link>https://forumtotal.com/thread/what-s-causing-my-2d-platformer-collision-to-fail-on-diagonal-walls</link>
			<pubDate>Wed, 08 Apr 2026 20:43:00 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forumtotal.com/member.php?action=profile&uid=1021">Dennis25</a>]]></dc:creator>
			<guid isPermaLink="false">https://forumtotal.com/thread/what-s-causing-my-2d-platformer-collision-to-fail-on-diagonal-walls</guid>
			<description><![CDATA[I’ve been trying to implement a basic ** for my 2D platformer, but my character keeps getting stuck on tile edges when moving diagonally against a wall. I’m not sure if the issue is in my collision resolution step or if I need to handle slope cases separately from my core tilemap check.]]></description>
			<content:encoded><![CDATA[I’ve been trying to implement a basic ** for my 2D platformer, but my character keeps getting stuck on tile edges when moving diagonally against a wall. I’m not sure if the issue is in my collision resolution step or if I need to handle slope cases separately from my core tilemap check.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Why is my Unity state machine desyncing between animation and logic states?]]></title>
			<link>https://forumtotal.com/thread/why-is-my-unity-state-machine-desyncing-between-animation-and-logic-states</link>
			<pubDate>Wed, 08 Apr 2026 19:12:27 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forumtotal.com/member.php?action=profile&uid=1983">Justin.H</a>]]></dc:creator>
			<guid isPermaLink="false">https://forumtotal.com/thread/why-is-my-unity-state-machine-desyncing-between-animation-and-logic-states</guid>
			<description><![CDATA[I’ve been trying to implement a proper state machine for my player character in Unity, but I keep running into issues where the animation states desync from the logic states. My transition conditions seem correct, but the character will sometimes get stuck in a “jump” animation while the code says it’s back in “idle.” Has anyone else fought with this kind of animation controller spaghetti?]]></description>
			<content:encoded><![CDATA[I’ve been trying to implement a proper state machine for my player character in Unity, but I keep running into issues where the animation states desync from the logic states. My transition conditions seem correct, but the character will sometimes get stuck in a “jump” animation while the code says it’s back in “idle.” Has anyone else fought with this kind of animation controller spaghetti?]]></content:encoded>
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		<item>
			<title><![CDATA[Should I tweak state blending to stop feet from sliding in procedural animation?]]></title>
			<link>https://forumtotal.com/thread/should-i-tweak-state-blending-to-stop-feet-from-sliding-in-procedural-animation</link>
			<pubDate>Wed, 08 Apr 2026 18:00:28 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forumtotal.com/member.php?action=profile&uid=1026">Alexander89</a>]]></dc:creator>
			<guid isPermaLink="false">https://forumtotal.com/thread/should-i-tweak-state-blending-to-stop-feet-from-sliding-in-procedural-animation</guid>
			<description><![CDATA[I’ve been trying to implement a proper **procedural animation system** for my character’s movement, but my results feel floaty and disconnected from the terrain. I’m blending between states based on velocity, but the feet still slide and the sense of weight is just off.]]></description>
			<content:encoded><![CDATA[I’ve been trying to implement a proper **procedural animation system** for my character’s movement, but my results feel floaty and disconnected from the terrain. I’m blending between states based on velocity, but the feet still slide and the sense of weight is just off.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How can I fix enemy AI state machine transitions between patrol and chase?]]></title>
			<link>https://forumtotal.com/thread/how-can-i-fix-enemy-ai-state-machine-transitions-between-patrol-and-chase</link>
			<pubDate>Wed, 08 Apr 2026 16:18:33 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forumtotal.com/member.php?action=profile&uid=1526">Lily68</a>]]></dc:creator>
			<guid isPermaLink="false">https://forumtotal.com/thread/how-can-i-fix-enemy-ai-state-machine-transitions-between-patrol-and-chase</guid>
			<description><![CDATA[I’ve been trying to implement a proper state machine for my enemy AI, but I keep running into messy transitions where the enemy gets stuck between patrol and chase. How do you cleanly handle the logic for an AI that needs to react to the player but also return to its routine? My current setup feels like a tangled web of conditionals.]]></description>
			<content:encoded><![CDATA[I’ve been trying to implement a proper state machine for my enemy AI, but I keep running into messy transitions where the enemy gets stuck between patrol and chase. How do you cleanly handle the logic for an AI that needs to react to the player but also return to its routine? My current setup feels like a tangled web of conditionals.]]></content:encoded>
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		<item>
			<title><![CDATA[What level of detail should a game design document have before prototyping?]]></title>
			<link>https://forumtotal.com/thread/what-level-of-detail-should-a-game-design-document-have-before-prototyping</link>
			<pubDate>Mon, 06 Apr 2026 18:28:41 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forumtotal.com/member.php?action=profile&uid=2127">Kyle19</a>]]></dc:creator>
			<guid isPermaLink="false">https://forumtotal.com/thread/what-level-of-detail-should-a-game-design-document-have-before-prototyping</guid>
			<description><![CDATA[I’m trying to get my head around the concept of a **game design document** for my first small project, but I keep getting stuck on how detailed it should actually be before I start prototyping. I have a solid one-page outline for the core loop and mechanics, but I see some people writing these massive, multi-chapter specs and others saying to just start building.]]></description>
			<content:encoded><![CDATA[I’m trying to get my head around the concept of a **game design document** for my first small project, but I keep getting stuck on how detailed it should actually be before I start prototyping. I have a solid one-page outline for the core loop and mechanics, but I see some people writing these massive, multi-chapter specs and others saying to just start building.]]></content:encoded>
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		<item>
			<title><![CDATA[What is the best choice: general-purpose vs specialized game engines?]]></title>
			<link>https://forumtotal.com/thread/what-is-the-best-choice-general-purpose-vs-specialized-game-engines</link>
			<pubDate>Mon, 06 Apr 2026 16:55:16 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forumtotal.com/member.php?action=profile&uid=1221">AvaM</a>]]></dc:creator>
			<guid isPermaLink="false">https://forumtotal.com/thread/what-is-the-best-choice-general-purpose-vs-specialized-game-engines</guid>
			<description><![CDATA[I've been trying to get a handle on the different types of game engines for my first project, but I'm stuck on whether to use a general-purpose engine or a specialized one. I see a lot of talk about the trade-offs in flexibility versus built-in features, and I'm worried about committing to a tool that might limit me later if my design changes.]]></description>
			<content:encoded><![CDATA[I've been trying to get a handle on the different types of game engines for my first project, but I'm stuck on whether to use a general-purpose engine or a specialized one. I see a lot of talk about the trade-offs in flexibility versus built-in features, and I'm worried about committing to a tool that might limit me later if my design changes.]]></content:encoded>
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			<title><![CDATA[How should i structure save data for metroidvania upgrades and map state?]]></title>
			<link>https://forumtotal.com/thread/how-should-i-structure-save-data-for-metroidvania-upgrades-and-map-state</link>
			<pubDate>Mon, 06 Apr 2026 15:27:54 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forumtotal.com/member.php?action=profile&uid=1719">Oliver.L</a>]]></dc:creator>
			<guid isPermaLink="false">https://forumtotal.com/thread/how-should-i-structure-save-data-for-metroidvania-upgrades-and-map-state</guid>
			<description><![CDATA[I'm trying to implement a proper save system for my metroidvania prototype, but I keep getting stuck on how to handle the player's collected upgrades and map state between sessions. My current method of just dumping everything into a single JSON file feels messy and is starting to cause bugs when loading.]]></description>
			<content:encoded><![CDATA[I'm trying to implement a proper save system for my metroidvania prototype, but I keep getting stuck on how to handle the player's collected upgrades and map state between sessions. My current method of just dumping everything into a single JSON file feels messy and is starting to cause bugs when loading.]]></content:encoded>
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