P0-B1: Part 1055: Improvements, Debugging
I will probably spend most of this month debugging and testing the project. I may also extend and improve the quests system if I have time. I have fixed several bugs with the inventory system and other systems, and I have made some improvements to the guis, such as adding scrolling, etc to the text […]
P0-B1: Part 1054: JSON Saving/Loading
I have spent a day working on a replacement for playerprefs. Playerprefs make is very easy to store data persistently, but they store data in the systems registry, not in the game folder, which would cause problems if a game project needed to be moved from one drive to another. Playerprefs are also not really […]
P0-B1: Part 1053: Random Story Generator
The procedural story system is going quite well. I have added just two randomised quests, and even these are implemented in a conceptual way, but the core system works quite well and it more powerful and easier to use than previous systems that I have implemented. There are more features and better integration with this […]
P0-B1: Part 1052: Random Story Generator
The random story generator is going very well. I have most of the core concept done, and I am now adding more features to the system. I will spend another week or so on this, and I should end up with a barebones, somewhat conceptual, but basically working system, which I can improve upon later. […]
P0-B1: Part 1051: Random Story Generator
Planning the random story generator is proving to be difficult. I will need to reduce the scope of what I had planned to do for now, and implement a simpler random story generator which makes use of templates with randomisation, as opposed to a completely random system. Initial experiments with this system are promising, and […]
P0-B1: Part 1050: Dynamic Enemies, Random Story Generator
I have been experimenting with addressabled in my project, and it has gone very well. I have not fully integrated the addressable code into my project because there is a minor bug that I don’t have time to fix, but the core concept does work, and I hope to switch over to using addressables later. […]
P0-B1: Part 1049: Dynamic Enemies
The AI logic is now mostly done. It is relatively basic, but can handle detecting, chasing, and attacking the player, as well as getting into combat with other factions and native wildlife. AI enemies can also surrender if they get too badly hurt, or run away. AI can spawn in squads, and will continue to […]
P0-B1: Part 1048: Dynamic Enemies
The character creator for the enemies is going very well. I have added just a handful of clothing and costume types, but even so there is quite a bit of randomness. In future, I should be able to use this for randomising all NPC’s in the game (Which are currently randomly chosen from a random […]
