Back to the original subject: In the very early prototype phase, I find it useful to have a single NPC dialogue line stand in for an entire conversation, basically just a note about the purpose or outcome of the interaction. To keep track of things,…
Oh, just one more thing about this workflow (though it's not directly related to puzzles and dialogue):
In 3D games, once I'm happy with the basic scene geometry as laid out with primitives inside Unity, I export everything for treatment in Blender,…
Expanding a bit on this with some notes about the workflow I've established for my own games.
I've found working in parallel on a proper design document (including maps and diagrams) and a playable game prototype to be quite effective and useful for…
Also deals with Alt+Enter on Windows, though you might have to Alt+Tab to get the mouse cursor back afterwards.
It's very unfortunate that Ubuntu's graphical shell is also called Unity when you're googling for a solution for this ... :-/
Obviously I couldn't just leave it until tomorrow - why go out and have a few beers and be social on a Friday night when you can stay in and fool around with Unity and Linux??? :-)
Anyway, forcing it to switch back to the desired window size from U…
Just did a quick test on Linux - no flickering.
Will try extending it to force a specific window size tomorrow - you managed to arouse my interest after all! :-)
Weird ... I'll be doing some test builds of my own project for Linux this weekend, so will check if I see the same behaviour.
Will test on Mac if I can get hold of the guy who borrowed my tired old MacBook some time ago - thanks for reminding me to …
I jumped in and started playing without reading the description first, and it took me a little while to realise that this is actually seen from a 1st person perspective - maybe you should make that more clear somehow?
It would also be nice to be abl…
But actually, there's some code in AC's NPC script that does something very close to what you're looking for: the StayAwayFromPlayer method. That's probably a good starting point - it would just be a matter of modifying the logic to detect the playe…
No problem - I just thought I'd mention this book because I've heard it focuses on the Unity scripting system without trying to teach the basics of programming at the same time.
I've seen too many of those "Teach Yourself Professional Game Desi…
Why not give this book a try?
http://www.amazon.co.uk/Unity-Action-Multiplatform-Game-Development/dp/161729232X
I haven't read it myself, but I've seen people talking very highly about it recently, especially because it (apparently) explains the Un…
What I've found most useful has in fact been chopping up documents into smaller bits and rearranging and combining them - then bringing in all the ideas scribbled on post-its - and then realising that I had lots of duplicated or overlapping material…
Not to be a dick or anything, but I think you might be fighting a losing battle. In this day and age, people using desktop systems expect to be able to use whatever resolution and windowed/fullscreen setting they please, and I personally HATE anythi…
@carlosrovira : Maybe we're just using the wrong approach here - a much simpler solution would be finding a number of nice-looking random animations, then build your story and game environment around those? :-j
Regarding Mixamo, I just remembered one thing that can cause small, but annoying problems: their root node is generated procedurally by tracking the hips and projecting that to the floor, so in some cases it's not 100 per cent accurate.
I think it's…