I made some progress with my Adventure Toolkit Unity3D add-on (ATK). The dialogue editor is feature complete and working as intended. I changed the look a bit and tried to integrate it more into Unity, I also changed the drawing code for the connection lines so that it displays the ids of parent and child nodes and omits lines that are going from the output of a node to the input of another node that is located left of the starting node. That change improved the visibility a lot and the added ids make the connections more readable.Another added feature is the comment on every dialogue line that can be used to describe emotions and other nodes needed for voice acting or other important notes for every single line.
|more visibility by omitting some connection lines and better information on the links by added parents and child ids|
The item editor is the next part of ATK that will be worked on and I intent to finish a first version by the end of the week. The item editor will include adding new items and combining items to other items. Unlike the dialogue lines, every item will be saved as a single file that can be opened in the editor and dragged into the scene for placement. There will be two different kinds of items, one that only exists as part of the UI and another that can be placed as mentioned. The second kind will get a mesh component and additional code for handling the pick-up process. There will be a base class that represents all the data needed for the item including an icon for visualisation. Compound items do not need a scene representation so the first kind will only be the base class.
The ingame UI will include a small inventory grid at the lower right of the screen where about ten items can be shown. If there are more items in the inventory, a scrollbar will be visible to scroll up and down through the whole inventory. On the left part of the lower screen there will be action icons for the available interaction types the game will have. There will be the classics like "walk", "talk", "pick up", "give", "look at / examine" and "use". If I include "push" and "pull" depends on the artists I get for my sample game (animations and characters). I will focus on Unity GUI but maybe add NGUI later on. My intention is that the user can use his own UI solution for conversations, inventory and ingame UI but there will be examples and a manual on how to integrate the parts into the mentioned UI solutions and ideas on integration into others.
On other news, the praxis test is finished and handed in. Since the last three weeks were consumed by it, progress on ATK is a bit slow and I am a bit behind my schedule, so I have to do some additional work on the weekend to make up for the lost time. But now, I have a prototype for a level editor that I can use as a basis for a "shippable" CookieX editor.