Social Scripting Part 1

It doesn’t take long before even the most basic of programmers realize there is only so much that can be done in a single script.  You really need to craft a system where different objects know about each other and disconnected scripts can talk to each other.  The goal of Part 1 is to introduce several options which Unity has built in to the engine to facilitate these needs. Continue reading

Random Encounters and Polymorphism

I was looking through Final Fantasy guides to get ideas for architecture.  In particular I looked at a Final Fantasy 1 handbook by Ben Siron.  I was intrigued by his simple presentation of the Enemy Domain Mapping system – showing what monsters appear in random encounters at each location of a map.  Put simply, there were several “recipes”, each referred to by a single letter, and those letters were arrayed in a grid according to the layout of a map.  It was a simple way to store a complex amount of information in an efficient way.  Here is an example recipe: Continue reading

Welcome

Hello World!  Sorry I know that’s a pretty lame programmer joke, but seriously, this is my first ever blog post, so hello.  My plan at the moment is to write a series of posts that serve as mini tutorials on programming.  We use Unity and C# at work so that is what I will focus on here as well.  Initially I feel inspired to architect some sort of Final Fantasy style RPG, so all of the first posts will use that as a theme.  Given a lack of time and resources, I suppose my initial efforts will be a sort of turn-based text game, not quite Zork, but along the same idea.  With enough interest I may add graphics later.