Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 02 Oct 2013
Offline Last Active Jul 28 2016 07:57 AM

Posts I've Made

In Topic: Ecs Gui Systems

26 July 2016 - 03:10 PM

Yea, after searching around the net, talking to some friends and reading this here... the ECS Gui is pretty much a NO-GO... Not a big deal, It would be easier with std oop or oop applied to MVC... just wanted to make sure I wasn't "Taking the easy way out" and causing trouble in my code base by changing up design principals in the middle of it... but it seems like this is a case where that is exactly what is required.


Actually, I gueess thinking back on it... that is likely the root cause of most of the issues with Unities original GUI system.



In Topic: Question: Questarrow / Guide That Fits With Ingame World?

25 July 2016 - 09:47 AM

Personally I prefer when the object is a arrow that runs around the outter edge of the screen. They are usually out of the way and very intuitive.

In Topic: A deeper way of representing opinions of NPCs

25 March 2016 - 09:49 AM

I tried doing something similiar to this for food, I created a vector with 5 values representing sweetness, saltiness, spicyness, etc... then, I gave each npc a random vecotor as their "Prefered" flavor, then the distance between the foods vector and the npcs vector was how far from their preferred taste the food was.... so I could then assign "Really like it!' "Like's it" "will eat it"... etc based on that dist.


Perhaps in this case you can find some other axis to track..

In Topic: Creating a Text Adventure Game

07 March 2016 - 03:51 PM

Each location should be a node in a graph. Each node is connected by edges At a given node, possible exits are determined by the edges connected to the node. This way you only need to store the players current node and the nodes can be in a 1D graph. You *Could* remove all the edges, place your nodes on a 2D graph and use collision detection to find nearby accessible nodes... I've done this before when I wanted to take into consideration different modes of transport... I.E: If I am on a node and the 5 unit diameter walk circle collides with another node players can "walk" to that location, if the 50 unit diameter drive circle collides with another node they can "Drive" to the other location. You can also add multiple layers of maps... one the top most map nodes would represent different cities and points of interest, and each city, point of interest would have a subgraph with locations within that point of interest. In any case, you shouldn't need to store more than their current position (via nodeId or NodeId,SubNodeId.

In Topic: how can i fix this quest?

29 February 2016 - 11:38 AM

Maybe when you choose the random treasure you also choose some random obstacle. Some massively valuable treasure for which the location is somewhat well known would not last long enough to become a legend, there would have to be something challenging about retrieving the treasure to allow it to sit forgotten long enough for rumors and legends to start being circulated. Unfortunately this interpretation also means that it should take awhile for legends and rumors to die even after the treasure is retrieved... so some, if not many of the treasures would be empty b/c someone else had already heard the story and gotten there first.