Wednesday, October 1, 2014

New Record!

Hi again, it's been 2 weeks since my last confession post. I know this is a record and hope to keep this as close to a weekly update as possible. I feel like we don't talk as much as we used to. Let's put the past behind us and move on to this weeks post. So lately life and work have been draggin me, and my attention with me, away from my oh so (not very) comfy computer chair. My last post had a bunch of progress and goodies for exposé: Real game time, layers, new graphics, new gui, and even revelations. This week... I bring you.... eh not much...
-__-;

I know that's not the best way to keep your attention but I've been very focused on only one thing really. SPEECH BOXES!

OMG!

Before you start calling me a procrastinating asshole (which I am) please be aware this was not easy. I tackled many features of Unity and programming that were not clear to me before. Originally I was hoping Brandon, my right hand programmer, would tackle this but he's left the task to me in lieu of map and world design. So what's so hard about Speech boxes?? Well, they are complicated things and in my game they must be very flexible. The speech box system is totally modular and controlled directly by the NPCPrefab controller. NPC Control Scripts will send function calls to NPCPrefab, which compares message objects base on priority level and decides whether to send a call to the Speech Box script. If there is a button that script will Send a message to all scripts of the GameObject with the response. This was the most direct answer for the plug and play nature of the scripts. It was a challenge well conquered I believe.

So now, any NPC should be able to drop in and say hi. Remember last post I made a prefab for NPCs? This week their back with custom control scripts. What do you mean by that bro? I mean this: Drop in an NPC prefab, give him a little color, some basic parameters, then write a script of how he affects the story line. Done. That's one in the bank. He can interact with the player, talk, give options, etc. Check out the vid to see it in action. At this point the Speech Box is almost done. I'm not sure how done but if I'd guess 98.75621% I just need to build multi-button constructors and a few other small things.

And now is the part where you're like WOW that's cool! Go ahead, email me at fansofkevinmiller@madeUpURL.com and tell me you love me. OR you could be asking what I can do with said Boxes of Speech. Again, check the vid for a demo. I've built in a few functions for controlling and checking the Stink Level of my hobo. There are a couple NPCs on the street here that will run when my hobo gets too stinky. Watch as my NPC "Stand Around Jackson" will offer free beers and chat it up until the Stink Level hits 50% While an NPC "William Welltodo" will turn his nose up until it's filled with hobo stink.

It's been a hard couple weeks grinding on this code in between work, social life, and everything else. However, this is a significant step forward! Basically it means I can now drop in storyline! As in: I can make quests, story lines, stuff to do, challenges, hookers, a beginning and an end, alpha and omega, Optimus Prime and Megatron, and everything in between. So watch the short clip already. See it in action. Got questions? Hit me up already. Tell me what I should add to it, or even better, what you can add!!