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...

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 ...