Skip to main content

Yes, Im alive

But too busy working. I have to say that new Unity3d UI system has proven to be the most difficult to learn GUI I have used. Having a layout editor is not a big help, because of the way unity handles things that are meant to be reused. But things are slowly falling into place. In the last days I have coded a lot, learned a lot... which doesnt means Im closer to have something playable. The amount of missing details is simply hughe. Probably I will need 2 months to reach playable status.

Anyway, right now I have implemented a few things, like a working dialog system, with most features in place. The dialogs can assign or modify quests and give items, but I still have pending the dialog editor tool. I have been thinking if I should implement it as an editor extension, or if I should write an external Qt based tool. The dialog editor is a complex tool, because of the nature of the data it has to manipulate: displaying a tree, representing the relations among the leaves and their ancestors, the validations of each leave... I dont even want to think about it.

Anyway, the project is going very well. I wanted to have the alpha ready for release in december, but now I think that I should consider february or march as a more realistic date. This time there is going to be only one release, after that, the team will focus on producing something different.

Comments

Popular posts from this blog

Unity3d isometric camera tutorial

I had pending this since a month ago, so Im forcing myself to post it today. The goal is to provide a fully functional isometric like system that you can use with few or none modifications in your own game. So, lets get started.

Start Unity3d and in your scene, add an empty GameObject, we will call it target. Create a camera object and drag it to target to make it child. The result looks like this:


Now select Camera and set the values to this:


For a true isometric like feeling, ortho projection is essential. You could use perspective, but it is not the same. Play with Size to suit your needs (we will be using this later, when implementing zoom).

Now, lets create an script named CameraController, or whatever, and drag it to target GameObject. Lets implement scrolling, the easier part: go to Update() and add the following code:

if (Input.GetKeyDown(KeyCode.W)) {
            dir = UP;
        } else if (Input.GetKeyDown(KeyCode.S)) {
            dir = DOWN;
        } else if (Input.GetKeyD…

TPS with free look tutorial, version 2 (and bugs)

After working a bit to improve the third person camera system I mentioned a couple of days ago, I found a few problems that I could fix, and other I cant. Here is the updated code:

public class PlayerControl : MonoBehaviour {

    public GameObject pivot;
    Animator anim;
    int direction = 0;
    int FORWARD  = 1;
    int BACKWARD = 2;
    int LEFT = 3;
    int RIGHT = 4;

    // Use this for initialization
    void Start () {
        //cam = gameObject.GetComponent<Camera> ();
        //Cursor.visible = false;
        //Cursor.lockState = CursorLockMode.Locked;
        anim = gameObject.GetComponent<Animator> ();
    }

    // Update is called once per frame
    void Update () {
        Vector3 rot;

        if (Input.GetKeyDown (KeyCode.W)) {
            direction = FORWARD;
        } else if (Input.GetKeyDown (KeyCode.S)) {
            //go back
            direction = BACKWARD;
        } else if (Input.GetKeyDown (KeyCode.A)) {
            direction = LEFT;
        } …

Tutorial: building a modular character

Building character models with body parts have been an obsession for me in the last weeks. I have googled, asked, googled, and asked again, played with Unity3d editor, tested code, and so on. You can see the result of my work in the previous post. First of all, I have to say that what I achieved is mostly derived from this thread and the sample posted there. My code is a copy&paste of that sample. Also, you can find a more extense solution in this Gamedev.net forum thread.

First, lets start with the model, which obviously, is divided in the required sections. Lets say we have head, torso and legs. Each part must be exported to a separate fbx file, but it must include the skeleton. Then, export the skeleton without geometry to another fbx.

Im going to assume that you want to instantiate all components, and even player, at runtime, from a  C# script (no Unity editor involved, except for creating prefab an position marker), so, we will place the sections, the skeleton and everything…