Skip to main content

Progress report

The problem of advancing in a project is that things start to get more complex. I have implemented a few features I wanted, and currently Im going slower than before. The taks in this stage are few:  changing from one scene to another, dialog system and item system.

The second is specially complex. Dialog system is not difficult (when you have spent several years researching and implementing all the possible ideas), yet, the problem lies in how to provide a tool that eases the work of creating and modifying a conversation. A dialog is a big tree, with branches that share leaves, and both of them being subject to constraints like player attibutes, items or quests status. It requires some equally complex tool to manage such amount of information without loosing your mind, or with a minimum reliability.

Regrettably, there is not a free solution for this. The best seems to be Dialog System, which costs $65, and I havent bee able to try it because the donwloaded package is corrupted or it is not compatible with Unity3d 5.2 (according to official site, it is compiled for 5.3, whihc, I cant download). If some day you find yourself in this problem, I recommend that you buy it without hesitation.

The item system... well, it is a pending task since my first project. Im reusing most of the code, and I have advanced a lot. But that doesnt means that Im even close to have something that works. Specially considering that the ammo system is still a blurry idea somewhere in my mind, where the elusive wild ideas live.

But there are good news! I decided to put the modeler to do some concrete work: an scene. Also, assigned the first task to my second programmer. The goal is to have the first real content made for the game and test how capable they are to accomplish the assigned work. Perhaps in a week or so both will come back to report.

Comments

Popular posts from this blog

Isometric camera with Godot

Took some effort and some of my sleep hours, but at last, I made it. Here is my first videotutorial: implementing an isometric camera in 3D, with Godot. Useful if you want to emulate the look of old classics like Fallout 2, but with some extra features. Considering that my voice is not so nice, and my english pronounciation is even worse, I also added texts to help you underestand what Im saying. You will also notice some background noise, but cant do anything to solve that. Any suggestion is welcome. Expect another tutorial soon.... or sor tof. This time, will be about my AI system.

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;         } e...

Vulkan and open source engines

It is weird, but even when Vulkan has embraced the open source philosophy (open drivers, tools, etc), Im not seeing too much enthusiasm to adopt it in open source game engines. I have been following mostly Godot and Urho3D, yet Ogre3D and Irrlicht doesnt seems to be rushing to implement the new renderers. It is worth to mention that Godot promissed they would delay the long needed refactoring of its 3D renderer until Vulkan release, but now they say they wont be using it, favoring GL ES 3 instead. The other engines seems to be dealing with lack of man power (Urho3D leader left the work on hands of community, as he is not working on Vulkan renderer right now) and base code designed for older APIs, specifically, DirectX 9. Lot of work is required to adapt this code base, not only for Vulkan, but for DirectX 12 too. Well, nobody said that developing a game engine was easy. The advantages of Vulkan have been widely detailed. From engine point of view, it would centralize all renderers...