The only thing I don't like is the command "yield return" it doesn't look good. I kept the scripting code in C# which is what we use for the other code. ('quest' is the gamestate and is saved to the savefile.) The purple text is just notes and is not part of the script code. Here's an example on how the a conversation script file could look. The negative is that we can't reload the script during play of the game and we have to recompile the game every time we want to try something new. The good thing about this is that if we want to we can reach all of the other game code to do some crazy special programming if we want to. I decided to keep the scripting hardcoded instead of interpreting an external file. We went with scripting code since that makes sense for dialogue (easy to follow along when reading). This means that if there are easy ways for the content creator to define the locations and conversations of the game they can do all the implementation work themselves. The 'location code' leads you to 'conversation code' and the conversations leads to all the other features (battles, shops, boosters, minigames & more). This is true in the structure of the game's code as well. Hopefully you will find it interesting nonetheless.īasically there are three necessary parts to a CCN game - locations, conversations and battles. Compared to the other devblogs this is going to be a bit more technical.
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December 2022
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