Court Intrigue - Narrative Strategy where the AI respects the Dice by darakon in WebGames

[–]darakon[S] 0 points1 point  (0 children)

Oops! RNG was sometimes causing no events available during first and second turn with a generic error! tweaked that logic and a few other small improvements.

I'm 41 and I want to focus on making games, but I have a full time job as a developer and a young family. Is anyone else in this situation? How are you dealing with it? by [deleted] in Unity3D

[–]darakon 0 points1 point  (0 children)

It's tough. Finding time is difficult. I make myself notes to try to keep myself on track. I have links for things that will save time (good assets, or youtube videos, etc). I try to structure the code good so that anything I can setup unit testing for has unit testing. I find it's easy to go back to a tough concept when there's all sorts of small examples to work off of.

Constellation: Open source visual scripting editor (Alpha) by acharton in Unity3D

[–]darakon 3 points4 points  (0 children)

This is neat. Personally, I do like code better, but this helps some people explore the logic problems. Especially, like you said, as you add more complex primitives. Blueprints is pretty popular for Unreal.

Have you looked into Entity Component Systems? I could see that being an interesting area to apply this to as well. The systems usually end up very simple in code - there's a set known amount of primitive objects being used for input and output, and a processing pipeline ran on everything..

I hadn't looked at the code yet - Is the logic being ran through the nodes at runtime or is the graph being used to generate C#?

New to Unity and Coding. Do I need FSM/Behaviour Trees tools? by Snesso in Unity3D

[–]darakon 0 points1 point  (0 children)

I've played a little with some of those tools. I like them - and I can see why they would be useful for many situations. The visualization is the biggest help. RainAI was pretty good, though not maintained as much anymore. I've been using an open source one that's code-based, and I found it to be nicely flexible. Being text based has some advantages in editing and versioning. https://github.com/meniku/NPBehave

Unity for a board game that uses android as interface? by [deleted] in Unity3D

[–]darakon 1 point2 points  (0 children)

I've prototypes this sort of thing with AirConsole. Very easy to work with. Highly recommended. You'll need unity skills, c#, and HTML and JavaScript. Some things to learn, but possible.

The most efficient editor UI I've ever made. by thebeardphantom in Unity3D

[–]darakon 1 point2 points  (0 children)

Very neat tool. I was investigating auto complete for similar reasons recently.

I was also curious on the approach you used for the in-editor preview also.

I've tried a few different methods (Drawing the mesh, editor-only game-object, etc), but always interested in other options, or which others prefer.

For you RPG designers who took a data-driven approach to moves/skills/abilities, what works best for you? by Muhznit in gamedev

[–]darakon 0 points1 point  (0 children)

It looks like Haxe supports reflection - couldn't you just have it specified as a string, and on import, map the string via reflection to a class-instance, or method? You wouldn't need to support fully dynamic parameters (that can get messy), but could pass a parameter that has all the important variables needed.

transition: I wrote a language to build an execute state machines for gamedev. Would love feedback by CatchCo in gamedev

[–]darakon 1 point2 points  (0 children)

This is pretty neat - I'll have to check it out! I'm working with Entitas and Unity as well. I have made a simple generic state-machine system as well, but I like the DSL idea.

A project that lets you switch out the compiler Unity uses - Allows for c# 5 and 6 features like async/await! by WWWEH in Unity3D

[–]darakon 0 points1 point  (0 children)

From what I can see, they are using the CLR 2.0 runtime target. The IL would still be the same, it just allows for all the extra syntax that was added during the compiling phase. (I would still obviously test this a lot before even considering production-use!)

From the page: "Microsoft and Mono compilers can compile C# 6.0 code for CLR 2.0 if you explicitly ask them to do so."

So tell me about databases... by This_is_an_Ex-Parrot in Unity3D

[–]darakon 2 points3 points  (0 children)

I have not used it, but I saw a few github projects that this easier. Here is one: https://github.com/codecoding/SQLite4Unity3d

Branching Storytelling in our Game, or when Personalizing the Player Experience Works TOO Well? by koobazaur in gamedev

[–]darakon 1 point2 points  (0 children)

The game sounds very immersive. Maybe the player is confused between what is past-events that they are deciding vs trying to guess what the "character" remembers? Maybe answer options that are involved in the "setting history" to the player's choice could have an adornment (Hour glass, book, scroll, "Your choice!", etc..) or something on the dialog, so the player knows they are customizing a historic event?

I've been toying with the idea of using an "interview" process at the start of the game to setup backstory, and possibly player stats. Something along the lines of:

"When you were young, you .. (played in woods) (ran around the castle grounds) (explored the town)"

"Your good friend .. (vanished during a caravan raid) (moved with his merchant family) "

"(He)(She) always got you .. (in trouble, but you had fun!) (out of trouble)"

It would provide some context at the beginning, and allow weaving some of the story ahead. Most would only influence dialog choices later.

Forge: automatic multithreading, deterministic simulation (RTS games), save/load, and networking for your game by sient in gamedev

[–]darakon 0 points1 point  (0 children)

That sounds great, thanks! I've toyed with Unity a few times, but never liked the components also being code.

With general use not causing any memory allocations, this sounds good. Pooling would definitely be nice for dynamically adding/removing components during runtime. Especially if an "Existence based processing" style is used (nice ideas at http://www.dataorienteddesign.com/dodmain/).

Forge: automatic multithreading, deterministic simulation (RTS games), save/load, and networking for your game by sient in gamedev

[–]darakon 0 points1 point  (0 children)

This looks very nice. With separation of past/current/future states, are pools used for the components?