Coding practice around provider based (and other "plugin type") constructs all have tradeoffs. Thinking about it further, one of the benefits of AC is the simplicity of the scripting. Using advanced OO functionality like Interfaces or go…
Bark text that appears over an NPC in 3d would be very nice. Maybe even tied to an NPC Bark action?
Could also be over Char instead so the Player could provide narrative barks, too.
Would be nice to make the save data store follow a provider based code approach so that users could make their own provider for different save solutions. I have duplicated the Load and Save functions of SaveSystem to use my own pre-existing data st…
I understand that the code can be edited. But when an update comes out, the edits are overwritten. So the options are to:
* Make the edit and then keep a separate list of things you have to remember to re-merge back into the code base. or...
* Make…
Per the manual, it's Dialog: Toggle option.
Dialogue Options can be enabled and disabled using the Dialogue: Toggle option
Action. This is useful for preventing the player from saying the same thing twice.
Options can also be locked, to ignore futur…
Here is a new Asset that does nifty Lip Syncing of Fuse characters:
http://forum.unity3d.com/threads/beta-coming-soon-lipsync-a-flexible-lipsyncing-and-facial-animation-system.309324
These warnings appear:
* Assets/AdventureCreator/Scripts/Managers/SpeechManager.cs(152,48): warning CS0618: `UnityEditor.EditorWindow.title' is obsolete: `Use titleContent instead (it supports setting a title icon as well).'
* Assets/AdventureCreat…