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

Not really a quest system (yet), rather a basic interaction system. #4

So this is growing, but its now a fully functional interaction system. The player (or other entities soon) can see objects they can interact with and get a menu that builds itself from the actions they can perform on that object.

This is not as flexible as I want it to be at all, yet. But I have to make a comprimise between getting it done and make it perfectly reusable.

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

Level Generator

Once you write a structure down, it is most of the time not as complicated anymore. Actually. I am dissapointed how NOT complicated my structure of my Level Generator actaully is. 🙁 🙂

Of course there is a lot…well some more going on. The street map generator also calculates the spaces for the buildings available. But that is for another entry.

Fast And Furious Image File Tagger (FAFIFT)

I needed a quick way to add tags to image files. A really quick way.

After searching for a program that fits my need, I was not able to find anything which would allow me to do this in a fast, simple and OS independant way.

In a flash of I NEED THAT I did it myself. After not so carefull planing I decided to give windows forms with C# a try, since I got quite used to Visual Studio thanks to Unity.

The result is the „Fast And Furious Image File Tagger“ (FAFIFT). It simply adds tags to the front of the file name and seperates them with two double underscores. Then you can use any search from any OS to find the images you tagged.

Screenshot of FAFIFT

It saves the tags in a sqlite database and offers a autocompletion for tags you used before. It offers a tag editor and stores some statistics about the use of the tags.

The program still has some minor bugs, but I work with it daily and it really, really helps me to bring chaos into my pictures…eh ORDER. Also if I find something anoying or a minor bug, I update it quite fast.

I will not provide a compiled version yet, but the source is freely availabe on GitHub.

If anyone wants to make a good icon for it and donate it to the project, I would be happy ! 😀