![]() ![]() ![]() Check out all that lovely edge detail in the final model!Ī model like this one now takes a couple of hours to produce, rather than several days. ![]() However, having all that extra detail allows us to quickly generate the textures using the crags and crevices in the actual geometry (in this case, using Substance Designer). From that basis, we can just tweak some settings to get the right look and scale, perhaps mixing in some other rock types to add more interest.Īs these are generated at a super high resolution, we need to optimize the model for use in the actual game. The template adds deformations at different scales to create large and small features, cracks and other details. To make it more snazzy, we apply one (or more) basic rock-type procedural templates like these: The low detailed model is the original block-out, it’s not particularly exciting but it serves its purpose while the gameplay and layout are being tweaked. This is a section of the cliffs surrounding one of our environments, it’s a big chunk of level and would take a good while for the art team to detail up by hand. After a bit of R'n’D we’ve hit on a solution we’re pretty happy with. From lush steep-sided valleys to sand-carved deserts, we needed a way to hit the level of detail we wanted without requiring the usual AAA art team size. Quite a few of our environments have rocky surrounds. Procedural generation can mean quite a few different things, in this context we’re using procedural systems to quickly add detail to blocked out art assets. With a small art team and quite a few environments to cover, we’ve been looking into procedural techniques to help quickly generate detailed content. You can’t gather points into shuffle blocks this way, or more complex weave structures, but you can do single blocks of content including diverts. (If you’re using voice-over via hashtags, for instance, you’d need to do this.)Īfter the choice happens, the flow will move to the next available gather point and continue from there. This can be really powerful, as it allows some lines to be longer than others, or contain extra data. The easiest fix is to use a temporary string variable:īut a better solution is to break your shuffle into a multi-line list and embed the choices into it. This happens because choice content is re-evaluated when a choice is chosen. … so what the character actually says isn’t the line you chose. … and when the choice is picked, the shuffle picks again…. So what’s the problem? Well, the shuffle picks out a random choice… We’d like to vary that line so it’s not always the same, so we shuffle the text. What we want is a knot we can thread in which simply inserts a generic “that’s enough for now” line. Here’s a common thing to want to do in ink, that’s surprisingly annoying: This negative buff will increase damage taken proportional to weaknessAmount. The second buff we will create is Weakness. If (damage 0) damage = -damage // make damage negative so that it will heal Deal damage, damage will be reduced by armour public event Action onPlayerDamaged // event to notify damage Doing this will eliminate the need to continuously update text in Update call. CharacterUI will listen to this event so that it can change the UI when the player takes damage. Let's add an onplayerDamaged event in CharacterStats so that the player can get notified when their character takes damage. These events can be used to detect when the state of the game is changed. Public class CharacterStats: ScriptableObject Multiple Classes Referencing the Same Asset Game EventsĮvents can be invoked from scriptable assets and listened to by other classes that reference them. We will be able to create this object from there creating asset menu shows scriptable object in editor menu. Incoming damage will be decreased by armor amount before decreasing health. Also, we will be adding a Damage method so that health can be decreased. It consists of the health, name and armor attributes. It will be used to store the status of a character. In this example, we will create a CharacterStats class to demonstrate the creation and use of a scriptable object. It is also helpful to create a CreateAssetMenu header from the editor menu. To make a scriptable object, we must create a class that inherits from the ScriptableObject class. Scriptable object assets can be created and stored like other assets such as images, materials, etc. Values are retained between edit and play mode. They are used as a container to store values.Ī scriptable object exists even when the game is stopped and persists between play modes. In Unity, while MonoBehaviour objects are stored in memory and exist only while playing the game Scriptable Objects exist in the project itself and are stored in serialised form. ![]()
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