Josh Posted 15 hours ago Author Posted 15 hours ago 5 hours ago, Thirsty Panther said: My suggestions; Medkit Ammo box Simple crafting Turret Teleport Hi score table Good suggestions, but these are specific features. What are the underlying mechanics? How does one object become aware of another in a script? A teleport would probably be an example of using collision to detect interaction, and then an entity defined in the script as the target to reposition the player. A medkit and ammo box are another example of collision or raycasting being used to create a link between objects. If you understand that, then it is easy to define what property the item gives you more of. A turret would be an example of sensing the presence of a target, plus spawning bullets and maintaining a list of active bullets. I don't think a hi score table or crafting system fit into this series. The hi score table is a few Steam commands, plus a system to display results. Crafting has to be part of an inventory system you program. These are a lot of code, but there's no "ah-ha!" learning moment for a concept, it's just code you iterate on until it works. By focusing intensely on the actual mechanics and how they can be applied, we will avoid "tutorial hell" where people just watch a tutorial and don't come away with any reusable knowledge, because it's just an explanation of the code that was written. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted 6 hours ago Author Posted 6 hours ago I could also see a series on just using the built-in stock components. Simply setting up a navmesh and adding a monster makes a pretty compelling lesson. Maybe this series should come first, before the dive into programming. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
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