World Implementation

I stumbled across a great resource awhile back at 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

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 Part 1

It doesn’t take long before even the most basic of programmers realize there is only so much that can be done in a single script.  You really need to craft a system where different objects know about each other and disconnected scripts can talk to each other.  The goal of Part 1 is to introduce several options which Unity has built in to the engine to facilitate these needs. Continue reading