Setting up the turn based mechanic and a HUD.

In this tutorial we’ll set up the game manager, which will handle our simple turn based game mechanic. Also, we’ll set up the HUD to display the player’s food.

Food HUD

First, we’ll set up the food HUD. Open the Makinom editor, navigate to Menus > HUDs and change the following settings in the already added default HUD.

HUD Settings

  • Name
    Set to Food HUD.
  • GUI Box
    Select HUD.
  • HUD Type
    Select Information.

Display Conditions

  • Auto Display
    Enable this setting.

Click on Add Game State to add a game state condition.

  • Condition Type
    Select Game State.
  • Game State
    Select Changing Scene.
  • Check State
    Select Inactive.

The HUD will be hidden while changing scenes.

Information Element 0

Click on Add Information Element to add an element to this HUD.

  • Element Type
    Select Information.
  • Text (English)
    Set to:
    Food: <>
  • Variable Origin
    Select Global.
  • Element Bounds
    Set to X=0, Y=0.
  • Width
    Set to 100.
  • Is Percent (Width)
    Enable this setting.
  • Height
    Set to 100.
  • Is Percent (Height)
    Enable this setting.

That’s it for the HUD – click on Save Settings to save the changes.

Game Manager: Schematic

Next, we’ll create the schamtic handling the turn based game mechanic. The game manager will be started by a tick machine when the player isn’t in control.

Navigate to Schematics, create a new schematic and change the following settings.



Add > Base > Wait

WWe’ll use this node to wait for 0.1 seconds to have a small timeout between the player’s turn and the enemies.

  • Time (s)
    Set to 0.1.

Start Tagged Machine

Add > Machine > Start Tagged Machine

We’ll use this node to start all tagged machines in the scene with the tag enemy. This will cause the enemies to make their move (using a schematic we’ll set up later).

  • Share Local Variables
    Disable this setting.
  • Wait
    Enable this setting.
  • Single Execution
    Enable this setting.
    This will let one enemy move at a time.

Machine Object

  • All Machines
    Enable this setting.

Starting Object

  • Object
    Select Machine Object.

Tag Settings

Click on Add Tag to add a starting tag.

  • Tag
    Set to enemy.

Change Game State

Add > Game > Game > Change Game State

We’ll use this node to start the player’s turn again by activating the In Control state.

Click on Add Game State to add a game state change.

  • Game State
    Select In Control.
  • Set State
    Select Active.

That’s it for the schematic – click on Save Schematic and save it as GameManager in Assets/Schematics/.

Game Manager: Tick Machine

Finally, we’ll add the game manager schematic to the GameManager game object using a tick machine. The schematic will try to start each frame, but will only be able to when the player isn’t in control (and the game is running). This results in the player and enemies making their move turn after turn.

Add a tick machine component to the GameManager game object in the scene (e.g. using the component menu: Makinom > Machines > Tick Machine) and change the following settings.

Start Settings

  • Update
    Enable this setting.
  • Check Game States
    Enable this setting.
  • Needed
    Select All.

Click on Add Game State to add a game state condition.

  • Condition Type
    Select Game State.
  • Game State
    Select In Control.
  • Check State
    Select Inactive.

Click on Add Game State again to add another condition.

  • Condition Type
    Select Game State.
  • Game State
    Select Game Running.
  • Check State
    Select Active.

Machine Execution Settings

  • Asset Type
    Select Schematics.
  • Schematics Asset
    Select GameManager.
  • Execution Type
    Select Single.
  • Update Type
    Select Update.

And that’s it for now – don’t forget to save the scene.


Click on Play to test the game. You’ll now be able to move through the level, chop down walls, collect food and move on to the next level through the exit. However, the enemies (which start spawning on day 2) are currently not moving or attacking the player …


The next tutorial will handle the enemy mechanics.