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
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
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
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
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
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