Deeply saddened that we can no longer opt out of grok. I will have to remove all my audio files until I can find a way to watermark them or something. Using people's art or voice to advance a technology that uses stolen property to replace us is unethical.
The opening of the game is now working and can be played. It has an opening cinematic and 4 tutorial quests that require you to interact with multiple objects, consume food and explore. This first concrete milestone took a huge amount of work. 13hr/day for the last 15 weeks.
For the past 48 hours Unity has been crashing almost every time I edit code and it re-compiles. I've tried everything to fix this and it's completely grinding development to a halt. Even trying to submit a bug produced a 'Bad Gateway' will the error reporting tool.
I've already had to make a complete new StateTest system for this and possibly something like a global variable lookup table. Both of which have to be editable AND referrable at design time so that what triggers a quest offer can be changed by a designer.
When I've gotten into the minutia of quests, when they trigger, what global and local states need to be tested, what needs to updated and how to make that performant, it gets bogged down in complex details.
@5argon Love your article on signals https://t.co/Id3zkfZY28. Small question, for this to work the receiver needs to not only have the "SignalReceiverWithBool" but also a normal "SignalReciever".. Without the latter it unbinds from the Timeline. Anyway way around this? Thx
I'm going to have to give up on #Unity#Timeline feature. After watching it develop for ~5 years but never using it I thought by now it would be mature and stable. Instead, I've encountered bug after bug, many of which are 'game breaking'. U2023.1.0b20. TL1.8.4
Hour later I've found more bugs with Unity's Timeline. I had to fudge the placement of certain keyframes otherwise components wont turn on/off when they should. Some component properties wont reset no matter what you do so you have to double fudge them
Thanks Unity. I've just been battling with Timeline for 7 hours to come to the conclusion that 'Based On Clips' doesn't get calculated correctly due to a rounding error. That's a whole day of game dev down the drain.
I'm still of the firm opinion that most complicated and most bug ridden part of a game is the save/load routines. Especially when you have inheritance in objects, multiple scenes and weird lifecycles for objects.
Well I did say this would happen. I see this industry hit the hardest first. Then graphic designers and artists shortly after. To be honest, the AI is already there, it just needs to be adopted to displace humans.
https://t.co/UAZUPRMmYB
Today among other things I've created a completely data driven dialog system that parses a scripting language I've created into a node structure. That node structure can be executed at any time to render dialogs in a tree structure that can also do callbacks into the framework.