If you were creating a game like Final Fantasy you would need to manage and balance A LOT of data. The items in their shops (name, sprite, model, cost, etc) and the bestiary (name, hp, strength, experience award, etc) for example. The bestiary alone could easily have hundreds of entries. Continue reading
Month: December 2014
World Implementation
I stumbled across a great resource awhile back at http://opengameart.org. You can find a large assortment of assets for game development including art and even music, and as the name implies, you are free to use most of it in your projects. This coupled with the enjoyment I had with the random world creator I made in the last post and I have decided to move away from the purely text based RPG. It will be easier than I thought to add some graphics, so in this post, I will show how you could extend the Procedural World Visualizer into a sprite based equivalent. Continue reading
Procedural World Visualizer
As a single developer without a team of artists to create hand craft level content for me, I am considering creating my RPG’s world from Math. In this tutorial, I will create a means of visualizing such a world to show just how flexible and easy to use it can be. We will be making heavy use of Perlin noise, but don’t worry, this post will actually be light on math. Continue reading
Social Scripting Part 3
Welcome to the final post of Social Scripting. As a quick recap, Part 1 discussed several “Social” architectures offered by Unity, such as their Messaging system (both the legacy version and new version) and their new EventSystem. Part 2 discussed purely C# options including delegates and events.
The goal of this post is to create a custom Notification Center, which combines several features I like from across the board while adding a few new possibilities to boot. Continue reading
Social Scripting Part 2
In Part 1 of this series we discussed several means by which Unity allows you to get your scripts talking back and forth between each other. That included direct references, their legacy and new message system, and their new event system as well.
In this post we will examine the options available to you as a language feature of C#, just in case you don’t want to rely on the options Unity provided. Although their event system is quite powerful and easy to use, keeping your events native will allow your code to be more easily reused in other projects or ported to other engines. I consider this part of the series intermediate level, and will expect you to have a working knowledge of C#. Continue reading
Social Scripting
I’ve been asking around to gauge interest and reader capability levels. A good number of people want more beginner level material, but others want expert level training. I want to make everyone happy, haha, good luck on that right 🙂 Continue reading
Unity’s new GUI
I’ve been experimenting with the UI tools Unity just released in version 4.6. I am very happy so far, so for this post, I am going to use it to create the interface for our Text based RPG game. 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.