No problems to report so far.
In the development sprint starting today, I'll be implementing new functionality that will probably stress the system a bit more, though.
On the subject of designing puzzles:
I've decided my game needs a few REALLY illogical and stupid puzzles - otherwise it wouldn't be a proper adventure game, would it?
So, I've arranged to meet a couple of my friends at a bar tonight, get absurdly d…
... and what a great game it was! :)
I recently started using Articy Draft, which was recommended by 10FingerArmy earlier in this thread, and it's really the perfect design tool for adventure games. It used to be a bit pricey, but now they have a &q…
Way cool! ^:)^
According to the plan I'll be working on new stuff during the second half of February where this could be really handy, but I'll add it immediately and see if it causes any problems with my current setup.
Unity are really testing everone's patience with 5.3 - so it's great to see how you're constantly cleaning up after all their breaking changes.
These days AC is actually one of the only components I'm using that's not flooding the console with compi…
That thing with scene objects not being saved ... I was just about to try and figure out if I was suddenly doing something wrong or there might be a bug in there somewhere.
Will update immediately and see if it solves it for me.
EDIT: Yup, seems fix…
I will be doing almost exactly the same thing for my own project, so maybe we can compare notes.
I expect to start working on it later this week or next week.
Everything GeometriX said ...
I personally find the manual and Chris' official tutorials extremely well done, but there's obviously a lot of general and Unity-specific material that's not covered.
It may all seem quite overwhelming to you at this po…
Completely agree with Chris here: AC plays nice with most 3rd party assets, but things can be really confusing until you've learned the ins and outs of the system and how AC works in a Unity context - so spend some time on learning AC to save yourse…
Constructing and testing these small combat scenes is actually a lot of fun. :)
Will be working on full integration over the next days - well, as full as it can get without sacrificing the ability to upgrade - and hope to have a short demo online …
Got the data integration working at a very basic level - still not much to look at, but now I have the two systems talking to each other.
Here's a test scene with our heroes fighting some goblins: https://youtu.be/Nv0aK3rDWGU
Have tested Turn Based Toolkit (https://www.assetstore.unity3d.com/en/#!/content/10686) for this, and it seems to be a perfect fit. It does require a bit of scripting to integrate with AC, but it handles almost everything I'm going to need out of th…
@ChrisIceBox : Haha - yes, but I don't remember watching those hundreds of hours of cutscenes. I assume that's because I didn't play the CD-ROM version.
@Deckard_89 : Discussed it with some of my mates down at the local bar last night, and everyone …
Interesting - not a bad idea at all.
BTW, @ChrisIceBox - isn't there a stab at the turn based thing in Da New Guys: Day Of The Jackass with that Brain game that's for sale at the wrestling place: "Turn Based - More Than 200 Hours Of Cutscenes&q…
My take on this would be to have variations on the same information appear, but phrased differently.
Obviously requires more effort during development, but will probably seem more natural during gameplay.
But an interesting game design problem!