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Member Since 18 May 2003
Offline Last Active Apr 29 2016 07:10 AM

Posts I've Made

In Topic: Milord Tutorials - UE4 Tutorial YouTube Channel

03 March 2016 - 11:44 AM

I have been looking for some tutorials on starting a C++ project from scratch. Specifically, an isometric like game. Documentation about how to use UE4+C++ seems to be a bit scarce.

In Topic: Best way to store NPC definitions

05 October 2015 - 10:28 AM

Thanks, I see that Im not so wrong in my approach. I wanted to confirm that there is no other better way, because I thought that asset files and ScriptableObject could be a way to store the info, and let the artist change the stored values directly in the editor, instead of editing an xml file.

Seems that if I want something more friendly Ill have to write my own editor extensions.

In Topic: RPG item/spell/combat system

30 September 2015 - 10:08 AM

Well, you say you have a base class, for example "Attack" and that spells, sword swipes etc Derive from it?


The details of how to use the item should be handled by the derived class. The caller should not be concerned with this and should just call some "activate()" or "use()" method.


You could also have a factory system, whereby the sword generates attack derived objects and the spellbook (or whatever is source of your magic) does the same. These can be created dynamically based on the attack type. 


If you can't make it work like that currently and the caller directly reads properties from the class and internally performs the action this is what is causing the confusion, refactor it to black box the use/cooldown code.


Hope this helps!


Nope, I dont have a class Attack. What I do plan to have (not yet) are classess for abilities you can apply on targets. I will follow your advice and derive specialized item classes, that will help to clear my game logic code.

In Topic: Getting started with game programming!

28 September 2015 - 08:06 AM

If by flash games you mean Adobe Flash, forget about it. Unity3d allows to develop games for web, and so do most of modern engines. In the long term will be more profitable to learn a decent engine than get involved witha dying technology.

In Topic: in-engine tool vs external tool

02 September 2015 - 09:58 AM

The dialog editor is supposed to give writers the possibility to create complex, dynamic dialogs, that change according to character attributes, assigned quests, the usual (Fallout like) RPG. So, besides adding options, it must allow to set conditions, etc. A hughe tool, that I would like to write only once in my life and reuse it in the next projects.