• Advertisement
Sign in to follow this  

Unity Finally, the Scripted Event System (Used in our Wii game)

This topic is 3362 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi everyone, This is Jacob from RiverMan Media. Several months ago, my brother Paul posted an article on the behavior system we use in our games. The topic generated quite a bit of discussion. Well, finally after almost 9 months, he's posted the followup to this article, where he describes the scripted event system he uses in our games, including the recently released MadStone for WiiWare. Here's the link: http://rivermanmedia.com/programming/6-programming/28-object-oriented-game-programming-the-scripted-event-system Even for an artist like me this article was very interesting. It goes into how he coded all of MadStone's cinema scenes with just a few lines of code, and how these techniques can also be applied to game mechanics, etc. Hope you enjoy! Jacob www.rivermanmedia.com [Edited by - riverman_jacob on November 8, 2008 11:39:14 AM]

Share this post


Link to post
Share on other sites
Advertisement
Hm, it seems your brother is slowly re-discovering by himself the most popular methods already used in the industry :P

Interesting read nevertheless.

Share this post


Link to post
Share on other sites
Hey everyone, this is Paul from RiverMan Media.

I always imagined that there were probably similar systems out there when I came up with the idea. What might be unusual about our version is how it works in conjunction with our Behaviors system, which is a like a hybrid between pure composition and a pure type heirarchy for game objects. I gathered from our discussion on Behaviors on this forum that such a hybrid system is less well-known in the industry, but I really like it :)

I think that the Behavior System and the Scripted Event System have a strong synergy when used together, perhaps more so than a pure component system or a pure type heirarchy would have with scripted events.

Scripted Events don't necessarily benefit from a pure type heirarchy because game object behavior is not separated from the object itself (and thus you can't put that behavior into the script). However, a traditional type heirarchy does make it easy to deal with the code executed when the listening object hears the script's callback.

A pure component system does take advantage of the fact that the components themselves could be script elements, but the listener code that would go into the game object would also have to be a component. In this case, the component system requires that you write a bunch of components to handle all of the different code that is executed when the script's many different listeners hear the script's callback. The components also have to deal with the communication between script and listener.

The Behaviors System, as the hybrid between the two, combines the benefits of both. Much of your game objects' capabilities/actions are already encapsulated into Behaviors, which can be part of the script. And dealing with the callback is easy, because each listener can specify what it wants to do when the script is done in its own code.

I'm not sure if that made any sense, but it's my guess :)

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By 3dmodelerguy
      So I am building a turn based rogue-like (think CDDA). The game is going to have a very large map (up to 1000's x 1000's) however to alleviate most of that I obviously can't render everything so there will just be render a certain radius around the player and just load in and out data as the player moves.
      The next major system I am prototyping is making interactive tiles destructible and pretty much everything will be destructible besides basic landscape (cars, doors, windows, structures, etc. will be destructible)
      While I am only rendering a certain amount of tiles around the player, I want to keep the amount of colliders active at one time to be as small as possible for performance and currently the tilemap tool I use automatically merges colliders together.
      So instead of creating a separate colliders for each of these tiles and having the destructible behavior tied to that object (which my tilemap tool would allow me to do) I was thinking that I would store an array of all the X and Y locations for the interactive tilemap layer and let the tilemap manage the colliders. 
      Then when I hit a collider on the interactive tilemap layer, instead of of getting the behavior for how to deal with the destruction for that tile from that game object, I would pull it from the array I mentioned earlier based on the tile I attempt to interact with which I already have.
      Does this sound like a good approach? Any other recommendations would be welcomed.
    • By NDraskovic
      Hey guys,
      I have a really weird problem. I'm trying to get some data from a REST service. I'm using the following code:
       
      private void GetTheScores() { UnityWebRequest GetCommand = UnityWebRequest.Get(url); UnityWebRequestAsyncOperation operation = GetCommand.SendWebRequest(); if (!operation.webRequest.isNetworkError) { ResultsContainer rez = JsonUtility.FromJson<ResultsContainer>(operation.webRequest.downloadHandler.text); Debug.Log("Text: " + operation.webRequest.downloadHandler.text); } } The problem is that when I'm in Unity's editor, the request doesn't return anything (operation.webRequest.downloadHandler.text is empty, the Debug.Log command just prints "Text: "), but when I enter the debug mode and insert a breakpoint on that line, then it returns the text properly. Does anyone have an idea why is this happening?
      The real problem I'm trying to solve is that when I receive the text, I can't get the data from the JSON. The markup is really simple:
      [{"id":1,"name":"Player1"},{"id":2,"name":"Player2"}] and I have an object that should accept that data:
      [System.Serializable] public class ResultScript { public int id; public string name; } There is also a class that should accept the array of these objects (which the JSON is returning):
      [System.Serializable] public class ResultsContainer { public ResultScript[] results; } But when I run the code (in the debug mode, to get any result) I get an error: ArgumentException: JSON must represent an object type. I've googled it but none of the proposed solutions work for me.
      Also (regardless if I'm in the debug mode or not) when I try to do some string operations like removing or adding characters to the GET result, the functions return an empty string as a result
      Can you help me with any of these problems?
      Thank you
    • By nihitori
      The Emotional Music Vol. I pack focuses on beautiful and esoteric orchestral music, capable of creating truly emotive and intimate moods. It features detailed chamber strings, cello and piano as the main instruments, resulting in a subtle and elegant sound never before heard in video game royalty-free music assets.

      The pack includes 5 original tracks, as well as a total of 47 loops based on these tracks (long loops for simple use and short loops for custom / complex music layering).

      Unity Asset Store link: https://www.assetstore.unity3d.com/en/#!/content/107032
      Unreal Engine Marketplace link: https://www.unrealengine.com/marketplace/emotional-music-vol-i

      A 15 seconds preview of each main track is available on Soundcloud:
       
    • By RoKabium Games
      Another one of our new UI for #screenshotsaturday. This is the inventory screen for showing what animal fossils you have collected so far. #gamedev #indiedev #sama
    • By eldwin11929
      We're looking for programmers for our project.
      Our project is being made in Unity
      Requirements:
      -Skills in Unity
      -C#
      -Javascript
      -Node.js
      We're looking for programmers who can perform a variety of functions on our project.
      Project is a top-down hack-and-slash pvp dungeon-crawler like game. Game is entirely multiplayer based, using randomized dungeons, and a unique combat system with emphasis on gameplay.
      We have a GDD to work off of, and a Lead Programmer you would work under.
      Assignments may include:
      -Creating new scripts of varying degrees specific to the project (mostly server-side, but sometimes client-side)
      -Assembling already created monsters/characters with existing or non-existing code.
      -Creating VFX
      -Assembling already created environment models
      If interested, please contact: eldwin11929@yahoo.com
      This project is unpaid, but with royalties.
       
      ---
      Additional Project Info:
      Summary:
      Bassetune Reapers is a Player-verus-Player, competitive dungeon crawler. This basically takes on aspects of dungeon crawling, but with a more aggressive setting. Players will have the option to play as the "dungeon-crawlers" (called the 'Knights', or "Knight Class", in-game) or as the "dungeon" itself (literally called the 'Bosses', or "Boss Class", in-game). What this means is that players can choose to play as the people invading the dungeon, or as the dungeon-holders themselves.
      Key Features:
      -Intense, fast-paced combat
      -Multiple skills, weapons, and ways to play the game
      -Tons of different Bosses, Minibosses, creatures and traps to utilize throughout the dungeon
      -Multiple unique environments
      -Interesting, detailed lore behind both the game and world
      -Intricate RPG system
      -Ladder and ranking system
      -Lots of customization for both classes s of customization for both classes
  • Advertisement