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Post by tharindu on Aug 13, 2017 18:20:46 GMT
tharindu , question I do have, how do you make it not on Invector scripts? Are you using it as a reference and pulling the attributes with the reference from those scripts together in a external script? Cheers!!! NuclearRasberry That is exactly what I do mate And nearly all of my systems are like addons to the controller. For instance the experience and stat system are a bunch of scripts added to weapons, and then added to the 3rd person controller object. So if necessary they can be removed. It's always a good coding practice to keep your stuff separate from the base code and extend. It's also a good practice to keep your addon's core logic separate, and use a bridge of sorts to facilitate the communication. Look up on the following design patterns to help you develop things like that and to help you make things more extensible. These are basic software engineering patterns. 01. Decorator pattern 02. Proxy pattern 03. Bridge pattern 04. Adapter pattern 05. Observer pattern 06. Strategy pattern 07. Singleton pattern Google for gang of four design patterns. There's a total of at least 23 patterns including the 7 above.
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Deleted
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Post by Deleted on Aug 13, 2017 18:23:29 GMT
Thanks tharindu!!!! In mp I'm basically trying to find a way to do all of it as a reference, thanks for letting me know if these patterns :D I never knew there was a pattern for referencing lol. Cheers!! NuclearRasberry
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Post by tharindu on Aug 14, 2017 0:00:22 GMT
Thanks tharindu!!!! In mp I'm basically trying to find a way to do all of it as a reference, thanks for letting me know if these patterns :D I never knew there was a pattern for referencing lol. Cheers!! NuclearRasberry There's no such thing as a pattern for referencing. These are general coding practices to develop anything Multiplayer however is an entirely different demon and something I am completely unfamiliar with
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Post by Deleted on Aug 14, 2017 0:35:12 GMT
Good point tharindu! Thanks!! :D Cheers!! NuclearRasberry
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Post by tharindu on Aug 21, 2017 10:35:59 GMT
7 pages done. Lots more to go. I hate documentation :| Once the documentation is done you guys will see the 0.9 beta of the system go live in sellfy.com Looks like the end August target is actually achievable.
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Post by uberwiggett on Aug 21, 2017 10:52:08 GMT
I'll buy it but wont get to test it till late september!
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Post by tharindu on Aug 21, 2017 13:14:44 GMT
I'll buy it but wont get to test it till late september! Oh man would have loved it if you had been able to give it a shot sooner. Hit me when you're back with all the bugs and suggestions.
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Post by uberwiggett on Aug 21, 2017 17:43:04 GMT
Yeah i packed a laptop but when i set it up I realised it can't even play most video games let alone build them I'll try and give it a go when it comes out but no promises :P
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Post by Deleted on Aug 25, 2017 20:16:05 GMT
Can't wait try this out tharindu!!! :D Cheers! NuclearRasberry
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Post by tharindu on Aug 26, 2017 5:28:45 GMT
I'll be releasing a paid beta soon got a few small features to implement like timed quests. Other than that all is pretty much okay. I've sent a copy over to shadex so he can play around with it. If he's satisfied I'm going for a release
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arkas
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Post by arkas on Aug 26, 2017 14:22:11 GMT
Hi tharindu do you have a plan to integrate Dialogue System into your quest system ?
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Post by tharindu on Aug 27, 2017 3:16:21 GMT
Hi tharindu do you have a plan to integrate Dialogue System into your quest system ? Intending to make my own somewhere down the line and probably try to integrate with the playable API for 2017.1 . But no plans with 3rd party integrations as of now. The idea is to strictly cater to invector and remain within the confines of the controller functionality to provide a base kickstart package.
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Post by kukuhbasuki on Aug 31, 2017 21:01:54 GMT
So, yo will release it on sellfy? Not unity asset store?
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Post by tharindu on Sept 1, 2017 6:54:31 GMT
So, yo will release it on sellfy? Not unity asset store? I want to release on both. Asset Store can be a pain in the ass because they wouldn't read the documentation properly and end up going on about how they cannot compile the addon.
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Post by uberwiggett on Sept 1, 2017 13:05:29 GMT
Exact same problem chronicman had
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