Development Diary #14: Tool time…

It’s been pretty productive around here in the last week or so. After setting a more realistic scope for the game I’ve been focussing again on laying out the main gameplay area, this time in a more specific manner, getting buildings in their final positions, sorting out paths between them, listing locations that still need defined etc. I’ve also been spending a bit of time working on some tools for speeding this process up, and made my first foray into custom Playmaker actions…

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Development Diary #12: Quality settings…

This month I’ve been straying well outside my comfort zone to work on an in-game menu allowing players to change various quality settings during runtime. Unity offers a standard, built-in menu that appears when a game starts up but it hides several settings under “Quality Levels”, has a rather confusing input editor and requires the player to restart the game in order to make any changes. It’s also not customizable to any great extent and doesn’t really create the best first impression, so I thought I’d try and make my own.

All the menu elements are 3d objects as opposed to uGUI buttons, I’m using Playmaker for all the scripting and Easy Save 2 for saving/loading data and, as I haven’t completely nailed down how I’m handling input yet, the setup responds only to mouse and keyboard input, hopefully controller and touch wont be too tricky to add in later on…

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Development Diary #11: Costume changes…

Following on from the drag-and-drop prefabs I was previously looking at, I’ve recently been working on a process for swapping Unity’s skinned meshes at runtime. At the moment I’m using it just to change costumes on a single character, but it should come in handy later on for sharing animation clips between different background NPCs etc. as well…

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