Better than events

I’ve received some feedback regarding using event-based architecture in my recent post on my Tactics RPG State Machine. The concern is that because events cause extra memory allocations it could have an affect on performance. I’ve used events heavily in every project I’ve worked on and to date have never observed a performance problem on their account. Still, I was curious to run some tests and see just how bad it might be.

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Dynamic Animation Part 1

Unity has some pretty decent animation abilities built into the engine with which you can keyframe the position of entire hierarchies of objects. If you were animating a walk cycle or a bouncing ball, it works great. Other common use cases, like animating the move of a UI element when supporting multiple screen aspect ratios, are another issue. When you don’t know what the size of your screen will be, you can’t keyframe an animation for it. There are plenty of plugins on the asset store which solve this problem, but if you are like me and want to know how it all works, or you simply don’t want to spend money, read along and we will create our own solution. Continue reading

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

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