Re-Usability or what was that about the Wheel ? (just a few thoughts)

I decided to use the preview animation rigging package from Unity. After a few problems with importing the rigged Blender models as FBX I could easily use this quite good package. (Mainly MakeHuman screwed the scaling, but thats for another time)

I started a small new project to practice the use of it. And while doing that I also decided to export my game system for the main project I am currently working on, which I described in the previous articles a bit.

When you do something like this, you can easily see how reusable and how independed it is from the project you first implemented it in.

„Re-Usability or what was that about the Wheel ? (just a few thoughts)“ weiterlesen

The ActionableObjects and the User Input

When the player has focused an object that, or, on that an action can be performed, a menu with the action options is shown. (see last entries)

Overview of the flow of user input to actionable objects

In the character controller, which handles the player input, the event functions in the scene controller for these two actions are registered to event delegates in the character controller.

„The ActionableObjects and the User Input“ weiterlesen

Being seen is half the battle – a (very simple) Quest-System for Unity (#3)

This is the system now that makes it possible for the Actionable Object to track if its seen or not seen. Now it can give the Game System (ControllerGameScene in this case) all the actions or informations that the game system needs to present the player choices or possible actions. This will be done via a UI menu or hotkeys.

See the things in the world. A (very basic) Object identifier and interaction system for Unity (work in progress #1)

The player, or anything with the ability to „see“, needs a way to recoginze objects. But only those objects that can be interacted with are actually interesting.

Those objects I call „ActionableObjects„. If the player is looking at one, the ActionableObject gets informed about this. It also gets notified if the viewer (player) stops looking at it.

To accomplish this, a viewer (player) has an Eye Module.

„See the things in the world. A (very basic) Object identifier and interaction system for Unity (work in progress #1)“ weiterlesen

A (very basic) Quest/Environment System for Unity (ongoing) #1

Questnodes

Questnodes are the trigger elements. They work closly together with the Game Scene Controller. After being triggerd once, a Questnode deactivates itself, if multipleTriggering is not set to true. If it is set to true, the Questnode will trigger again if the player leaves and enteres the trigger collider again.

„A (very basic) Quest/Environment System for Unity (ongoing) #1“ weiterlesen