Work Post

Nov. 23rd, 2017 11:00 am
relee: Picture of Relee Starbreeze, Wizard (Default)
[personal profile] relee
11:11am - I was supposed to have an interview this morning but it was postponed due to the interviewer being unwell, and since I Was up early anyway I've come out to the McDonalds to do some work on my projects. Hopefully being out in the daylight will help my depressions too.

11:19am - I went over the Component Pattern chapter but I'm not sure what to say about it at this point. Unity is Component based and I'm thinking of switching my game to be more based on components and less on managers.

12:00pm - I just read all about the Event Queue pattern. It's another interesting pattern and I'll probably end up using it, but I'm getting the feeling I need to look at all the pieces before I decide how I want to restructure my code.

12:11pm - Another pattern read up on and I think I'm done for the moment. I've been at this an hour now and I'm already feeling taxed. But that's normal, I got up really early after little sleep. I'm going to take a little break from this and think about things differently for a bit, maybe get a soft drink.

1:15pm - I got that soft drink and I've been messing around on the internet for an hour. I guess it's time to try and pull things together.

1:27pm - I'm just blanking out now. I need a solid problem to solve.

Let's look at my game as it stands right now.

There's a player and an NPC and the player can move around an area made up of a tile grid. The player can talk to the NPC by facing running into them and pushing x.

There's four different Singleton managers in the scene. One for managing the game state, one for managing input, one for changing the scene when it needs to, and one for managing the dialogue system.

I want to change the dialogue system to be a more general GUI system. So I'm thinking of tacking some of the dialogue system as a component on a GUI canvas that will be maintained in all scenes, and some of the dialogue system as components on NPCs who will have dialogues.

When the player wants to talk to an NPC it'll raycast out from the direction he's facing, and trigger the dialogue component on the target, like it does now.

That's when things change...

The dialogue happens right away. It should request to start and be considered and allowed to start when the time is right.

2:06pm - I'm having a hard time thinking straight and concentrating on this. I'm not sure coming out to the McDonalds was a good idea, really. Well it's too late for regrets. I think I might go home and have a nap though.

The important takeaway is that I'm thinking I should implement some sort of event queue or message pump to handle the different things wanting to do different things. Bleh. I can't even elucidate right now.

Yeah it's time to go home and have a nap. Maybe I can make something more sensible afterwards.

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Relee Squirrel

July 2023

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