On the subject of visibility...
The next part of the process won't have much that's 'visible' for users.
What I'm going to do next is make it so that spells and commands (as well as items someday) will be ScriptableObjects within C#/Unity. This will let me add in more commands, spells, etc without having to rewrite large portions of code, but it means up front I have to set up this kind of structure.
I do this within the text adventure (the 'game' that's available for download now) so I know I can do what I want to do, but it will be a grind to make it happen, and there will be a few 'gotcha' moments to sort out. For example the template for the command/spell/etc will have to let the same data arguments pass into everything. But movement and casting a spell and all that will have very different expectations.
So, first step will be just knowing that each scriptable object gets triggered from the appropriate keypress (or mouse click, there's been a request to have it mouse drivable, maybe joystick ala Questron).
The downshot to doing all that work is that it visibly makes no difference to the end user. It's a quality of life enhancement for me, that will also means more versatile comand inputs.
The Lost Swords of Taliesin
An RPG inspired by 8-bit classics like Ultima 3, Deathlord and Questron.
Status | Prototype |
Author | The Lost Sectors |
Genre | Role Playing |
Tags | 8-Bit, Fantasy, Retro, ultima |
More posts
- Dungeon ChangeApr 27, 2020
- UpdateFeb 11, 2020
- Scaling back for now,Jun 28, 2019
- Devlogs I meant to post and one I have to reportJan 31, 2019
- Why I dread clean upAug 08, 2018
- Character Creation In PlaceAug 06, 2018
- Does it have to be funApr 21, 2018
- It's the little thingsApr 05, 2018
- Thanks and progressNov 28, 2017
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