Logic Blade[Mystery][Unity3D]

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Faze
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Re: Logic Blade[Murder Mystery]

#16 Post by Faze » Tue Feb 18, 2014 4:54 am

Thanks for the encouragement guys, it makes me really happy to see you guys like murder mysteries! I've been working on some assets and I might be able to get a few videos/screenshots soon. I'm still really not happy with how the UI is turning out, so I may have to hire someone to do that part later depending on how much I can improve it.

I hope you guys don't mind if some of this post comes off as rambling, I didn't get a chance to sleep yet.
2dt wrote:Stunning artwork and it's exciting to see people using something other than Ren'py (not that there's anything wrong with Ren'py, but more variety and experience means more we can learn from).

Two questions:
1. when you say "losers" in clearing the Winston game, what exactly does this mean? That there's only one winner? That there can be multiple winners/losers?
2. What's your experience like developing a visual novel with Unity? When I think Unity, I think cheap 3d games, not really visual novels. I'm currently developing an browser-WebGL canvas based visual novel engine that I'll show around here soon, and I'd love learn about other alternative tools outside of Ren'py.
1. The specific number of winners and losers is something the characters themselves seem to be constantly struggling with, but to give a general answer, there can be more than one winner, but not everyone can win.

2. Ah, that's an interesting question. Hope you don't mind if I don't ramble for a bit.

Making a visual novel/adventure game with Unity has been...a challenge in some ways, but I would definitely do it again. The biggest issue is that Unity's default GUI and 2D tools aren't...great. When I started making this, Unity didn't even have native 2D tools(they have since made them, but I haven't taken a look at it to be honest). Unity has a few great plugins though and they can help Unity fill out pretty much any niche. For this project I've been using NGUI, which simplified the 2D art issues by a lot. I need to note, Unity can do 2D stuff by itself, it's just a bit of a pain and NGUI isn't that expensive--so I definitely recommend it to people who want to save themselves a few hours with Unity's native tools for GUIs.

So my basic setup was Unity(free version) and the NGUI plugin. After that, I coded my own VN engine with C#, which took almost no time at all thanks to NGUI. Unity's system of scenes and game objects/reusable scripts let me make a fairly decent VN system for dialogue and etc. NGUI was especially useful with a variety of small effects you take for granted but that don't seem to work in Unity without a plugin, like drop shadow for text and similar things. The VN engine is very crude and basically handles dialogue, background sprites, character sprites and player inventory. It works decently well, but if anyone other than me tried to use it they would be very, very confused.

I coded the effects separately from the engine itself. It wasn't hard; effects were mostly handled by accessing a game object and animating it, which was pretty easy thanks to Unity's system.

Here's an example of some really early footage of what I mean:

(I've already changed a lot of the camera transitions, 3D objects and--uhh pretty much everything on the video since it was recorded, but it stands as an example)



That's from a 3D "debate" scene. I mean to change a lot about it because I'm not happy with it, but the same effects used there can be applied to 2D scenes(which I also have) so I'm using it as an example.

The camera effects were handled like this:

There is a number of animations set for the camera. (I'm working on smoothing them out right now) This includes a bunch of transitions between animations. The GameController script checks what the current script line is, then plays an animation based on that. This is a very manual process, but it works. Those animations can also apply to 2D objects(like you can see toward the end of the video) and don't take too long to prepare. There's very little automated about the transitions/effects but that's just because I'm still changing things up so much. Hopefully when I'm done with this game I can try to automate the process a bit more. Still, I kind of enjoy the manual process of the effects a bit. It gives me a lot more freedom in terms of changing the mood in a scene or going for a "slightly different than normal" transition.

Unity also exports to Android and iOS very easily, and so far I had no issue with it.

Overall, I'd recommend Unity if you don't mind doing some scripting. It's really fun to use, but holy hell its default tools don't lend themselves to creating a visual novel. I chose to use it instead of Renpy because of the rare 3D rooms for when too many characters are onscreen, plus nice as Renpy is, it doesn't lend itself too well to some gameplay things I want to try. (Though, I need to emphasize just how much I like renpy. It's really nice and I tried everything up to-and-including Wolfestein style Raycasting to use it for this project, but it was too much :lol: )
thewriterjm wrote:When I see the number 9, puzzles, water, and mystery together, I always think about 999. Is this novel inspired by that game by any chance? Though you mentioned other sources of your inspiration (probably), I'm not familiar with the writers you mentioned (I don't usually get my story 'crack' from books, and I'm bad with remembering names, LOL).

By the way, this is the first time I've heard of Unity. I checked the software out, and I found it neat. I'll be waiting for this game. I love puzzles and a nice story. :)
I've played 999, but I can't say it came to mind often while making this. If I had to cite a direct inspiration, it would be two of John Dickson Carr's novels, The Unicorn Murders and Three Coffins, in addition to Ellery Queen's "Challenge to the Reader" concept he had going on during his earlier novels.
AntiquedFae wrote: The only thing which is concerning me a bit is the being turned into zombies if they fail part. Smilie face sums up my face when I read this perfectly: :| After the initial 'Wha?' moment wore off I snorted. Everything else in the description seemed very realistic, logical and then suddenly-punishment by zombie. I'm wondering if there will be an incorporation of a lot of supernatural elements in this game, or if it is maybe more of a mind game thing? If this threat is meant to be taken seriously by the premise readers, maybe you could word it differently, so the supernatural element was a little less sudden? Or maybe just something like, "cursed to live as walking corpses within the game for the rest of eternity"?(I am guessing it is a kind of 'past losers become enemies for the future competitors' sort of thing. I apologize if this is completely not how it is in your game and I assumed something entirely irrelevant. :lol: )
Haha, I may have been a bit rash when describing that point. While I can't say for sure whether there will be or won't be supernatural elements in the story, I can say that the threat of "zombie punishment" is definitely more in line with "mind game." The player and the characters have absolutely no reason to believe that to be actually true, but the circumstances are so bizarre(being kidnapped to an underwater castle, everyone having the same last name) that they can't help but wonder "What if...?"

There is a supernatural atmosphere in the game, but not supernatural elements--it's like the old John Dickson Carr novels, where the question usually became "Was this impossible crime committed by a human or a supernatural creature?" and the player/reader has to reach a decision about that.
Also, I must read more Agatha Christie. I have only been able to read "And Then There Were None" which works out well because I have a feeling that you probably were a wee bit inspired by it when writing this. Now wherever I would get that idea from? :P
And Then There Were None is a great, great book. But to be perfectly honest my inspiration actually came from John Dickson Carr's The Unicorn Murders which has almost nothing to do with this story in terms of setting, but the "Duel" approach he used really inspired me to try to go for a feeling that approached it somehow.
Do you generally prefer the investigation or the debate sections? I definitely prefer investigation because 1. I am a snoop and 2. I think needing to prove my points with multiple choice questions is odd and unnatural. :P Unfortunately I don't believe that much can be done to alleviate the problems with number 2, which I definitely understand. I just thought I would bring it up for the sake of honesty.
I understand, that is something I'm trying to work on buuut I'll hold off on the details until I'm positive there won't be issues on the programming end on how I'm approaching that. But I can say I'm trying to do something about making the "debate" feel more natural.
Is there anything you always wanted to see done in a mystery game? Oi, that is a big question. Possibly the option of relationship-building and unraveling mysteries surrounding other people, as well as lots of bits of supernatural things with mini sub-plots that you need to specifically look for to find (as a sort of an odd extra, maybe)? Though I am always for adding in more supernatural elements to mysteries, so long as they are logical and add something, even if it is small. unlockable ghost character WOO! That is all I can think of for now.
Oh, no wait I thought of something else! More secret passage ways. Moar spooky old undiscovered passageways with things hidden in them!(preferably bereft of jump scares because I medically cannot do jumpscares) The way I see it, there is no such thing as too many secret passages(I play Nancy Drew games; can you tell?). Feel free to take this advice with as much caution as you see fit. :roll:
I can say that the relationship-building is definitely in the game already! I'm currently trying to see how far I can integrate it with the story—characters treating you differently based on how much you found out about them, and that kind of thing. It's a challenge because those "alternate reactions" need to only work based on things you can find out to advance the story but don't necessarily have to. It's a delicate balance, I suspect it will take a lot of play testing to reach a good balance.
-Not enough exploration allowed. For example, when a game tells you to 'look around' in a scene and gives you the option of clicking around. Except that it does not allow you to leave the room, there is no information given on anything that you click, the thing you need is obvious and as soon as you have it the screen goes back to being something you cannot explore or interact with. It is kind of like a question which is supposed to be open-ended having only one correct answer. I like my exploration to be rewarded when I am playing a game, and when I am provided with even a small amount of information about something I clicked on I feel rewarded because I would not have the information otherwise. I'm not sure if this makes any sense? :?
Ah, I know what you mean. I may be a little guilty of that, but I will see how much I can get rid of during my revision.
-This ties into my other point but I really dislike it when there is a specific 'right' and 'wrong' way to investigate things. Obviously if you are attempting to examine a knife then sticking it through your arm would probably not be the right way to examine it. However, if, for example, I wanted to look at the knife handle because it looked like it might have fingerprints on it, but the game would only allow me to look at the blade to examine what looked like blood on it, then that seems unnecessarily prohibitive. All detectives have their own style of figuring murders out and some may seem very odd to others, but as long as it leads to the correct conclusion then they are all good styles. When I am playing a mystery game I want to be allowed that freedom of having my own creative way of figuring things out. :)
This is a tricky point. I really like the idea of being able to let the player look at as many things as possible in as many ways as possible, but at the same time to tell a coherent story, I have to block off some choices. The definition of "some" is what the tricky point is, since I do agree that sometimes it can get a little ridiculous.

Thank you for your very detailed feedback, that's exactly what I like to see!

And thanks again everyone for the encouragement!

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Re: Logic Blade[Murder Mystery]

#17 Post by 2dt » Wed Feb 19, 2014 4:59 am

Faze wrote:
2dt wrote:Stunning artwork and it's exciting to see people using something other than Ren'py (not that there's anything wrong with Ren'py, but more variety and experience means more we can learn from).

Two questions:
1. when you say "losers" in clearing the Winston game, what exactly does this mean? That there's only one winner? That there can be multiple winners/losers?
2. What's your experience like developing a visual novel with Unity? When I think Unity, I think cheap 3d games, not really visual novels. I'm currently developing an browser-WebGL canvas based visual novel engine that I'll show around here soon, and I'd love learn about other alternative tools outside of Ren'py.
1. The specific number of winners and losers is something the characters themselves seem to be constantly struggling with, but to give a general answer, there can be more than one winner, but not everyone can win.

2. Ah, that's an interesting question. Hope you don't mind if I don't ramble for a bit.

Making a visual novel/adventure game with Unity has been...a challenge in some ways, but I would definitely do it again. The biggest issue is that Unity's default GUI and 2D tools aren't...great. When I started making this, Unity didn't even have native 2D tools(they have since made them, but I haven't taken a look at it to be honest). Unity has a few great plugins though and they can help Unity fill out pretty much any niche. For this project I've been using NGUI, which simplified the 2D art issues by a lot. I need to note, Unity can do 2D stuff by itself, it's just a bit of a pain and NGUI isn't that expensive--so I definitely recommend it to people who want to save themselves a few hours with Unity's native tools for GUIs.

So my basic setup was Unity(free version) and the NGUI plugin. After that, I coded my own VN engine with C#, which took almost no time at all thanks to NGUI. Unity's system of scenes and game objects/reusable scripts let me make a fairly decent VN system for dialogue and etc. NGUI was especially useful with a variety of small effects you take for granted but that don't seem to work in Unity without a plugin, like drop shadow for text and similar things. The VN engine is very crude and basically handles dialogue, background sprites, character sprites and player inventory. It works decently well, but if anyone other than me tried to use it they would be very, very confused.

I coded the effects separately from the engine itself. It wasn't hard; effects were mostly handled by accessing a game object and animating it, which was pretty easy thanks to Unity's system.

Here's an example of some really early footage of what I mean:

(I've already changed a lot of the camera transitions, 3D objects and--uhh pretty much everything on the video since it was recorded, but it stands as an example)



That's from a 3D "debate" scene. I mean to change a lot about it because I'm not happy with it, but the same effects used there can be applied to 2D scenes(which I also have) so I'm using it as an example.

The camera effects were handled like this:

There is a number of animations set for the camera. (I'm working on smoothing them out right now) This includes a bunch of transitions between animations. The GameController script checks what the current script line is, then plays an animation based on that. This is a very manual process, but it works. Those animations can also apply to 2D objects(like you can see toward the end of the video) and don't take too long to prepare. There's very little automated about the transitions/effects but that's just because I'm still changing things up so much. Hopefully when I'm done with this game I can try to automate the process a bit more. Still, I kind of enjoy the manual process of the effects a bit. It gives me a lot more freedom in terms of changing the mood in a scene or going for a "slightly different than normal" transition.

Unity also exports to Android and iOS very easily, and so far I had no issue with it.

Overall, I'd recommend Unity if you don't mind doing some scripting. It's really fun to use, but holy hell its default tools don't lend themselves to creating a visual novel. I chose to use it instead of Renpy because of the rare 3D rooms for when too many characters are onscreen, plus nice as Renpy is, it doesn't lend itself too well to some gameplay things I want to try. (Though, I need to emphasize just how much I like renpy. It's really nice and I tried everything up to-and-including Wolfestein style Raycasting to use it for this project, but it was too much :lol: )
Splendid. Thanks for taking the time to write such a detailed account of your development. You know someone is proud of what they've done when they really take the time to explain everything =P

How did you go about organizing the actual content/flow of the game, like scripting each individual scene? You say you did it in C#, so I'm curious how you organized class structures and stuff to describe scenes. If you can be bothered to explain, of course. I used to develop Windows Phone apps, so I know C# very well, and if you care to share source code (and I perfectly understand if not), that'd be swell as well.

I ask because the visual novel engine I'm developing uses specific javascript object literals to describe the flow of the story as a series of animated changes. I'm very pleased with what I came up with, but I'm all for seeing other people's ideas and borrowing the better ones. =)

If you need any help with any development or testing, please don't hesitate to ask =)

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Re: Logic Blade[Murder Mystery]

#18 Post by Faze » Thu Feb 20, 2014 2:54 pm

2dt wrote: Splendid. Thanks for taking the time to write such a detailed account of your development. You know someone is proud of what they've done when they really take the time to explain everything =P

How did you go about organizing the actual content/flow of the game, like scripting each individual scene? You say you did it in C#, so I'm curious how you organized class structures and stuff to describe scenes. If you can be bothered to explain, of course. I used to develop Windows Phone apps, so I know C# very well, and if you care to share source code (and I perfectly understand if not), that'd be swell as well.

I ask because the visual novel engine I'm developing uses specific javascript object literals to describe the flow of the story as a series of animated changes. I'm very pleased with what I came up with, but I'm all for seeing other people's ideas and borrowing the better ones. =)

If you need any help with any development or testing, please don't hesitate to ask =)
My pleasure! I don't mind sharing the source code for the engine since it's really simple, but right now my code is a bit of a mess(I've been putting off a cleanup for a while now). After I'm done cleaning up and making it look neater, I'll post a few samples of it.

The content/flow of the game is mostly organized thanks to Unity. Unity lets you save different scenes for the project and lets you load scenes fairly quickly. So what I've done is divide the game into "parts"(think Phoenix Wright, where the game offered you a chance to save each sub-chapter) and made each chapter into a new scene. For the game flow, here's what I did:

(Larger resolution file here: http://iforce.co.nz/i/cplfnt01.rmb.png)
Image

Basically, each character is his own Game Object with his own script. Once the player chooses to interact with that character, the character script toggles "IsTalking" and that activates their dialogue script. Once their talking script is done, they may toggle another script or just modify its behaviour slightly. Every time a character is done talking, they refer to the GameObject "SuperManager" and let them know that a certain event has occurred.

Once "SuperManager" knows that X events have occurred(like X investigations taking place) then it toggles an event script that remains inactive up until the moment it's activated. This is really easy thanks to Unity letting you turn scripts on and off at a simple command. I've coded a crude if statement to account for that, like "If(EllenDone)" and so on.

To manage dialogue, I have a public string(I'll switch to xml later, but it's fine for now) and a UILabel. UILabel is a class that comes from the NGUI plugin that allows for pretty decent text effects(seriously Unity's default text effects are...nonexistent, mostly).

The basic gist of it goes like this:

Code: Select all

string[] names = new string[] {
		"There's no way that's what happened! Just think about it for a second, the room was locked from the inside!",
		"Oh, I remember that.",
		"But we still had a murder anyway, didn't we?",
		"And blood doesn't lie.",
	};
	public int currentLine;
	public bool IsTalking;
	void Start () {
		UILabel lbl = Dialogue.GetComponent<UILabel>();
		lbl.text = names[currentLine];
	}
if(IsTalking==true)
		{
			if(currentLine < names.Length - 1)
			{
			if	(Input.GetKeyDown("n")|Input.GetMouseButtonDown(0))
				{
				currentLine++;
				UILabel lbl = Dialogue.GetComponent<UILabel>();
				lbl.text = names[currentLine];
				audio.PlayOneShot(TextSound, 0.7F);	
				
				}
For dialogue management/knowing when to animate something, I just used an int array had the system go "If currentline is part of array "Lines where animation X plays" then do..." that kind of thing. My current way of accomplishing that is...a bit of a mess, but I'll be optimizing that soon enough.

I'm leaving out parts of the code because, seriously, it's a goddamn mess right now thanks to trial and error :lol: but the basic idea is that it goes through the string like that. Also by making the string public you can also insert the dialogue straight from the inspector window, but that's honestly more of a pain than just writing it straight to code. Overall, I haven't really done that much work - Unity and NGUI do the heavy lifting for me.

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Re: Logic Blade[Murder Mystery]

#19 Post by 2dt » Mon Feb 24, 2014 4:27 am

Yeah looks very hack-ish. Not that there's anything unusual with that for in-process development. :wink:

Again, thanks for taking the time to explain it out. I think it's very exciting that you're pushing the boundaries and coming up with new inventive ways to make visual novels. Props to you for that.

When do you think you'll have a demo out to play? (no rush or anything, just wondering)

Also, if you happen to be interested, I just started a topic on EVEN, my new visual novel engine, here: http://lemmasoft.renai.us/forums/viewto ... =4&t=25377 Any input you give will help. I hope I can make it good enough for use in your future projects. =)

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Re: Logic Blade[Murder Mystery]

#20 Post by Faze » Fri Feb 28, 2014 12:59 am

2dt wrote:Yeah looks very hack-ish. Not that there's anything unusual with that for in-process development. :wink:

Again, thanks for taking the time to explain it out. I think it's very exciting that you're pushing the boundaries and coming up with new inventive ways to make visual novels. Props to you for that.

When do you think you'll have a demo out to play? (no rush or anything, just wondering)

Also, if you happen to be interested, I just started a topic on EVEN, my new visual novel engine, here: http://lemmasoft.renai.us/forums/viewto ... =4&t=25377 Any input you give will help. I hope I can make it good enough for use in your future projects. =)
My best guess would be sometime next month. Hopefully within the first two weeks, but to be honest I'm not overly optimistic about that. I think end of next month is more likely.

I'll be sure to take a look at your thread, I love looking at new engines and poking around!

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Re: Logic Blade[Murder Mystery]

#21 Post by AntiquedFae » Thu Mar 06, 2014 7:08 am

Eek, sorry for asking so many questions and then disappearing into a vortex! Bad Fae, bad!

I'm not going to respond to each individual answer about the game you gave because I would dissolve into a giddy, blathering pile of "Yeeessssss~~~~"

... O.o So to spare innocent eyes from that spectacle, let's just say I think you are a divine Genius, I am busy stalking down John Dickson Carr novels, and I am too excited for words for this game. It sounds like it is going to be stellar. Also, a demo in a couple of months or less?! ^~^ -swoons of joy-
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Re: Logic Blade[Murder Mystery]

#22 Post by Faze » Mon Mar 24, 2014 3:54 pm

As a small update, game has been coming along nicely. It's taking a bit more of my time than I wish it did, but I haven't hit any roadblocks lately. It's kind of eerie, actually. I keep expecting to run into some major unforeseen issue and, nope, everything is going along just fine. I took a week out of development to fine-tune the code, so now the whole process has been streamlined a bit. Before I get into coding talk, here's a small very-much-WIP screenshot of the game, just so this post isn't too empty:
Image
The UI still needs a lot of work, mind you. I'd have worked on that, but I've been streamlining the coding a bit. Time for some nerd talk!

Before, I was using a really...hacky way to get the dialogue working, having it inside a string in each character script. That worked fine, but resulted in a horrifying mess where each dialogue required an instance of the script. That was...bad. Really, really bad. Now I've cut down from around....194 scripts to a single script. It's not entirely solid coding, anyhow, but it works efficiently for a game like this.

Now, the script has one public Game Object and one public Int. This is useful in Unity because I can assign those straight from the editor--so I can just drop a character sprite to that slot, then use the public int in the inspector to tell the script to refer to a specific part of the xml file. I should probably mention I'm now storing all text in xml files, which...I really, really, really should have done from the start.

So, to sum it up...

Progress Report:
  • 1)Resizing and resolutions are done. So now you can run this game in 1920x1080 or 1024x768 and nothing is going to get cut off the screen. (Fairly sure 800x600 should also work, but I'm not exactly testing for that as I go).

    2)Scripts have been GREATLY optimized. Got rid of about 200 useless scripts.

    3)All around performance tweaks.
In other words, everything has been coming along great.

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Re: Logic Blade[Murder Mystery]

#23 Post by AntiquedFae » Sat Mar 29, 2014 10:27 pm

I'm really glad(and honestly, a bit surprised considering what usually happens in game development) to hear that things have been going along well for you! That's great! Also, my brain keeps on telling me to use the word 'swimmingly' to describe your progress. Owing to the fish in the screenshot, no doubt. I'm afraid I am utterly useless when it comes to coding so I can't comment on that, but I will say that I think the art looks fantastic in the screenshot! Can I just say that, theme-wise, it is very interesting to have the hall lined with coffins and generally very gothic-looking in its whole structure, and then to have the pale blue, peaceful underwater scene in the background with the fish swimming leisurely. I really like the contrast, and I appreciate the bit of visual irony--especially in regards to the perilous situation the characters are in. Okay, apologies for geeky rambling. I just had a feeling you designed it like that intentionally. :) Or am I just reading into things too much? Anyways...

I am crazy excited for this game, more than any other game in development right now. Can I maybe please help with play-testing and proofreading when the time comes? If you would like me to or don't have anyone else lined up, of course. I would really like to help! I do have some references on here, if you would like me to send you some. Regardless, I am ecstatic about this(and stalking it profusely) and I wish you the very best in development! :D
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Re: Logic Blade[Murder Mystery]

#24 Post by Faze » Wed Apr 30, 2014 5:44 pm

Everything is going great, if a bit slowly for my tastes. No boring difficulties that came up, just haven't had as much time to work on the game as I'd like. Still, we are going at a decent pace right now. Chapter 1(out of 5) is done with the "blocking." In other words all text for the first chapter is already programmed into the game. Now I'm working on things like effects and transitions for the sake of making the game as smooth as possible.

Quick boring technical update:

After fighting with Unity a bit, I managed to get the typewriter effect under control. So now I can change the text speed at will, and activate effects/transitions/sound effects during specific parts of a sentence. This is important because one thing I always liked in the Phoenix Wright games is how sound-effects and text speed would change many, many times during a single conversation and give the dialogue almost a voice of sorts. I thought it would be impossible to get the timing for that sort of thing down, but after some testing with floats and coroutines I think I've got this down. I also finished programming a camera shake effect, which will save me on having to do any individual animation(remember, with Unity3D even 2D games still use a camera).

This process is pretty automated now, and mostly devoid of useless scripts. For now, my workflow is working like this:

Code: Select all

switch(currentLine){

//I have a switch statement based on the currentLine int, which is how the game knows what line it is at. The lines are stored in an XML file, and the game displays them based on the currentLine int. The switch statement then lets me apply transitions and effects based on a specific line, for example...

case 4: Speed(40); StartCoroutine(Fade(0.5f, 0.5f, 0))
//This means that during line 4, the text speed will be changed to 40 chars per second, then after 0.5 seconds, the Coroutine Fade will start, changing a character from opacity 1 to 0 in 0.5 seconds. 
The weak point with this approach is that I have to store a separate "manager" file for each conversation. This is not particularly messy, since the gameObjects remain inactive until a conversation start then go back to being inactive. It is however a bit "wasteful." End of the day, each script only consists of a simple Switch statement and effect explanations. In the future, I want to optimize that a bit by abusing XML a bit more. I have a vague idea of making a master manager script that reads the XML and applies a transition based on it. Each XML block already has two bits of data, character name and the dialogue itself--so if I add a third block for "transitions" then have the script read it...it shouldn't be too hard. Only thing holding me back is that at this point I don't know if it would be faster to program that or to stick with my wasteful "one manager script per conversation" thing.

ON UNITY3D:

As you can see, this whole experiment is making me write a lot of visual novel related Unity3d scripts, of which there aren't that many. It's not HARD to write a good Unity3D VN mini-engine, but it is a bit annoying. So when this is done and I manage to clean up my scripts, I'll release my unity3d VN scripts for free--they aren't the best thing, but they should be useful enough. I'd still strongly advise people to stick with Renpy for visual novels, but if you have a bit more gameplay planned--this kind of thing couldn't hurt.

AntiquedFae wrote:I'm really glad(and honestly, a bit surprised considering what usually happens in game development) to hear that things have been going along well for you! That's great! Also, my brain keeps on telling me to use the word 'swimmingly' to describe your progress. Owing to the fish in the screenshot, no doubt. I'm afraid I am utterly useless when it comes to coding so I can't comment on that, but I will say that I think the art looks fantastic in the screenshot! Can I just say that, theme-wise, it is very interesting to have the hall lined with coffins and generally very gothic-looking in its whole structure, and then to have the pale blue, peaceful underwater scene in the background with the fish swimming leisurely. I really like the contrast, and I appreciate the bit of visual irony--especially in regards to the perilous situation the characters are in. Okay, apologies for geeky rambling. I just had a feeling you designed it like that intentionally. :) Or am I just reading into things too much? Anyways...

I am crazy excited for this game, more than any other game in development right now. Can I maybe please help with play-testing and proofreading when the time comes? If you would like me to or don't have anyone else lined up, of course. I would really like to help! I do have some references on here, if you would like me to send you some. Regardless, I am ecstatic about this(and stalking it profusely) and I wish you the very best in development! :D
Glad to know you are excited about the game! I have some people helping me with that already, but sure, as soon as I get into that stage I'll be sure to shoot you a PM with the play-testing/proofreading copy if you'd like!

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Re: Logic Blade[Mystery][Unity3D]

#25 Post by AntiquedFae » Wed Apr 30, 2014 8:46 pm

Woohoo! Game update! :) It's great to hear how things are going, and I'm really glad they are going well! How wonderful for you!
Faze wrote:Glad to know you are excited about the game! I have some people helping me with that already, but sure, as soon as I get into that stage I'll be sure to shoot you a PM with the play-testing/proofreading copy if you'd like!
I would definitely like that! Until proofreading time, I wish you the best for VN hybrid developing!
You can call me Fae!
I offer 110% free proofreading, editing and ideabouncing for select games. You can find out more in my thread.

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Re: Logic Blade[Mystery][Unity3D]

#26 Post by AntiquedFae » Mon Sep 15, 2014 7:27 pm

Is this project still going? I haven't forgotten about it in the least sense. I'm praying it still is, as I'm pretty certain I need it in my life.
You can call me Fae!
I offer 110% free proofreading, editing and ideabouncing for select games. You can find out more in my thread.

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