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Showing posts from January, 2020

Animations & More Light

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I put animations in again and tweaked the lighting more. Here is a screenshot, at the bottom is a video clip showing the player with no light and personal lighting. The animation is quite simple. First I'm using Simple Citizens pack, as shown here below, and using the default animation pack that comes with it. You are welcome to get it yourself, its not pricey. Simple Citizens - Unity Asset Store Then I added a NavMesh to the background to define where my character could walk, and added a NavAgent to the character, so they could traverse the area. On top of that, I added this simple script: using UnityEngine ; using UnityEngine.AI ; public class CharacterAnimator : MonoBehaviour { private Animator _Animator; private NavMeshAgent _Agent; public string SpeedVariableName = "Speed_f" ; void Start () { _Animator = GetComponent<Animator>(); _Agent = GetComponent<NavMeshAgent>(); } void Update

A Momentary Lapse of Passion

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There have been so many projects that I have lost passion for while developing, that a few years ago, I challenged myself to start paying close attention to this. To start researching the psychology of what drives me to and from a goal. In that time, I found that Game Design is actually a key value in life's success. And Codavore will survive because of this. :D I'll tell you a short story of why I lost my passion for Codavore and then how I revived it. In hopes that when you hit this runners wall, you might be able to get past it as well. source:  https://pixabay.com/photos/light-bulb-idea-creativity-socket-3104355/ 2 weeks ago, I wanted to start working on the dialogue system, as that would be a common need in this game. I had seen the start of an instructional video on how another person had created this really nice looking Dialogue Graph, and kept looking for opportunities to apply it (or similar) in my code. So my first steps into the dialogue pushed me into worki

Architecturally Deep

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I could show you code towards the navigation and Camera switching I have in place, but I want to go over a much more impactful issue to the success of the game; Architecture. Don't worry,  I will go over how I got camera control and character movement working in later posts. Architecture Source:  https://pixabay.com/illustrations/blueprint-technical-drawing-4056027/ So, in programming, we quickly become our own worst enemy, by overly complicating things. So now as the production code is falling into place, I have to seriously consider the long term effects of my early choices. So to do this, I'll address several key issue, and talk about how to handle them. I want to preface any architecture explanations I give to say I DO NOT BELIEVE there is a perfect architecture or pattern to solve everything. I believe that you should look into many different architectures and learn their strengths and weaknesses, so you can figure out what is needed. Spaghetti So w