Search Unity

  1. Good news ✨ We have more Unite Now videos available for you to watch on-demand! Come check them out and ask our experts any questions!
    Dismiss Notice
  2. Ever participated in one our Game Jams? Want pointers on your project? Our Evangelists will be available on Friday to give feedback. Come share your games with us!
    Dismiss Notice

RPG systems; inventory, usable items, dialogue

Discussion in 'Works In Progress' started by returnString, Apr 3, 2012.

  1. returnString

    returnString

    Joined:
    Jul 10, 2010
    Posts:
    248
    Hola :)

    Been working on some subsystems today, seeing as I love the technical work so much.

    The first main system is the inventory, it's fairly self-explanatory. Any object with a PickableEntity component can be stored in the inventory. At the moment, only the player has an inventory, but this'll be expanded in the future to support shops, lootable containers, etc.

    The second (and better!) system is the dialogue system. It supports standard lines of dialogue, branching based on external factors, player decisions, and unspoken actions.

    Here's what a dialogue might look like, stored as a resource: http://pastebin.com/cFF0FCqc



    Next up is a visual node editor for this. Also in this build is a basic implementation of a usable entity; if you go the pillar in the middle, you'll see you can interact with it (it's implemented with the following code: http://pastebin.com/EHxCG3uN).

    You can test the current build (including the bizarre sample dialogue above) right now: http://dl.dropbox.com/u/53949696/Dev/RPGThing/WebPlayer/WebPlayer.html
     
unityunity