Skip to main content

Inventory system

Im almost there! I have been working lately on inventory system, including the UI part, which required some revision of the actual foundations: the item system and how to use them. After a week of coding I figured out how to properly use UI events, with a few details to polish, but 80% is there. My advice: always use IPointerDown interface and similars. It will save you lot of time and clicks. You can even create the event trigger by code, no need to add it in editor. I used the old project to test and find design errors, to migrate the improved code to TPS prototype later.
Yes, the next project, unless the team decides to go back to isometric view, will be a third person RPG. Im working (a lot!) to polish my coding skills and have transferred part of the design and writing tasks to a friend. Which means that I will only supervise the design and write part of the whole game story.
There is a large obstacle in the road ahead: legal issues. I wont get into details here, but I can say that game development is... almost ilegal, or not totally legal. Depends on how the government wants to use the law against you. Working for a foreign partner, again, is ilegal, unless you create a cooperative, which takes time, paperwork and years to approve. It is not in my hands to solve this, so I have decided to move on and forget about it.
The last big issue is funding. As I mentioned, some people want to be paid in advance. No way to solve this yet, but Im sure Ill find some solution.
Dont expect significant progress reports until september or so.

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…