Game State Management
Each level can be in many different states, keeping track of states within a level, and saving out level states to disk is an important requirement given the length of gameplay.…
Read MoreEach level can be in many different states, keeping track of states within a level, and saving out level states to disk is an important requirement given the length of gameplay.…
Read MoreI like to build systems and components that other designers can use to speed up their workflow, and/or get specific functionality without having to write custom scripts.…
Read MoreIn Consigned to Oblivion a conversation is a linear exchange with no options or alternative lines and basic dialogue follows a prompt -> response format.…
Read MorePhysics and navmesh based, click-to-move character controller…
Read MoreNode Based Conversation System A conversation in the game is a series of predefined prompts…
Read MoreGiven the small size of the game and the amount of items considered, it makes sense that an inventory system should be very simple.…
Read MoreAffordances Everywhere The intent was to have many things in the world be interactable, so…
Read MoreWith a saturation system in place, we now need a way to feed it data from the audio of the game. The observable saturation in the area should be proportional to the volume of an ``AudioSource`` (object making noise) as observed from the position of the ``AudioListener`` (player).…
Read MoreOne of the main concepts of the game is that sound triggers a visual response by bringing colour back to a grayscale world, we can achieve the visual part of this by first creating the world in colour, and then, use shaders to manipulate the saturation of the render on the gpu.…
Read MoreThe resources system has been built from an initial health system into a an extendable…
Read MoreDuring this time I’ve been trying to spend as much time pair-programming with Eric…
Read MoreI wrote an object pooling solution for another project some time ago, the implementation in…
Read MoreEarly in the project we had limited access to a shared unity project, so the…
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