The Last Night - Game Architecture (on Unity)
by our Lead Programmer @GhatSmith
💫 VIDEO + SLIDES available on our fresh new blog!
https://t.co/6xk0a5l469
Preview in the thread 👇
Never in my wildest dreams would I have imagined people to respond so well to my song for the Gun Nose game trailer!
Thank you everyone who has supported the Kickstarter! Let's go to the MOON so I can make more cool animation!
https://t.co/FbwrxgdpTo
#TrailerTuesday
The ultimate endurance test for any Unity dev:
1⃣ Accidentally trigger a platform switch
⏳ Endure hours of re-importing agony
😬 Realize you need to switch back
💤 Brace yourself for another 3 hours of staring at progress bars
And no, platform switch can't be aborted💀
@andyhellgrim Then consider your wish as already granted because from my point of view you definitely helped me more in my projects than the other way around ;)
@thomasmahler I've been reading your tweets for some time, and I just wanted to tell you that I really like your vision of the video game industry, so thank you for sharing that! Wish you the best with No Rest for the Wicked, it looks absolutely amazing!
@timsoret 4) Dofus: roleplay encouraged me to pay attention to grammar and improve my writing skills. Creating and managing my own guild for several years also helped me to develop many skills (communication to recruit new members, management, organization etc).
@timsoret 2) Another World/Dune: made me realize how games (and media in general) can be immersive and impactful
3) Guitar Hero: sparked in me a love interest in music, to the point of practicing multiple instruments and loving an infinite number of musical genres
16k views for our tech talk!
One of the rare presentation available online on game architecture, especially for a large-scale game on Unity with interconnected features.
https://t.co/hkQkdx30PC
@TedWikman @oyvindstromsvik Good job for the Asesprite importer! If I may put my two cents in, something really missing in the animation window is a search field in the dropdown, navigating between animations when you have many is sooo painful. Same for your animation clip inspector preview, think about it.
@andrew_saraev@timsoret Components can also define their own blackboards, with predefined variables, to easily expose multiple values to the whole variable/blackboard architecture.
@andrew_saraev@timsoret Yes exactly! We can take advantage of the modifiers to expose things from code to the variable architecture. Main Camera is a good example indeed. I also use it to expose some static variables (like SavingSystem.IsLoading).
@stephc_int13@timsoret That's why, as mentioned in the talk video, it's important to put in place good practices (like in code), and why we also invested in tracking and debugging tools.
@stephc_int13@timsoret I agree that sometimes, things that seem to work at first glance can fail in practice. The devil is in the details as we say. It's also true that complexity doesn't really disappear. In our case, we obtain a lot of flexibility but we must manage to keep everything under control.
@Lockyaw Our visual scripting system has a basic state machine implementation. For character animations, we are still using Unity animator (Mecanim). We can add visual scripting logic directly inside animator states, very cool when we need more complex logic directly tied to animations.
The Last Night - Game Architecture (on Unity)
by our Lead Programmer @GhatSmith
💫 VIDEO + SLIDES available on our fresh new blog!
https://t.co/6xk0a5l469
Preview in the thread 👇