Game Development

Blog 808: The Trigger Editor (Part 2)

The saga of me wrangling Unity into my personal level editor continues. A few weeks ago I started using Polymorphic Serialisation for my trigger conditions and actions and — so far — this is actually holding up pretty well. There was one annoyance, however, in that adding an action using the list controls created an unsightly empty/null element that you… couldn’t actually do anything with.

Except now I’ve worked out how to do something with it, and it’s simplified a whole heap of other stuff!

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Game Development

Blog 790: Triggers

So I have a level editor for Exon. It’s still a bit sketchy around the edges, but it does the job: I can place decorations and modify terrain and live happily ever after.

But in a singleplayer RPG, decorations and terrain are only half the battle. These things have no life but the life I build into them, and that means I need a level scripting system.

Can you see where this is going? Oh yes.

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Game Development

Blog 789: Exon World Editor

The wonderful world of Unity editor tools is one of the most complex and irritating worlds I’ve ever had the pleasure to explore. Alas, it is one that I have to explore because I want to make it very easy to build levels for Exon. I want it to be as easy as farting out Warcraft III maps was, back in the day. Once I’ve built the engine and all the relevant bits, I want to shut Visual Studio down and never write another line of code for the rest of my life.

To get even close to that ideal, I have to go through a whole WORLD of pain — and the realisation that maybe, just maybe, one bloke in his bedroom can’t hold a candle to one of the greatest engineering marvels of the videogame world. Whatever happens here, nobody will be building the next DotA inside Exon.

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