Alpha prototyping of an interaction button. Right now you can talk / read signs, among other things. When you can interact with something, a UI indication will pop up to let you know (I’m thinking the lightbulb with a dynamic lighting effect may be overkill though hah).
Shout out to Games Plus James for the placeholder text box UI - James provides a lot of great tutorials and placeholder assets for Unity development on his YouTube channel.
I have this project I’ve been planning out for years. Someone talked me into using Unreal for it, and poking around at some tutorials and third party assets, I’m pretty confident that all the cool and ambitious plans I have mapped out are totally doable here once I get going with it. Where I’m hung up though is on the basics.
It’s been a while since I shared a war story, so I thought I’d tell a funny one today. I briefly mentioned it when [I interviewed Marcus Montgomery] for this blog and we were talking about the usefulness of stub files, but I realized today that I never actually explained what I meant. Stub files, for those who don’t know, are placeholder assets that work, but are clearly and obviously placeholders. They look awful, they’re often covered in textures that say “REPLACE ME”, they’re purposely out of place in order to call attention to their temporary nature. Stub files will almost always fail certification, and this is all completely intentional. They exist to hold the place of actual working assets, so that developers can play through the content without having to make allowances for unfinished assets.
A long time ago, in a studio far, far away, I was working as a hybrid scripter/level designer/gameplay programmer. The project was a grim and gritty martial arts brawler for the PSP partially set on the streets of Hong Kong, (amid other places) where the protagonist would battle numerous gangs and street punks. My duties on that team were quite varied - I built collision for the levels and navigation graphs for AI pathfinding, tagged the walls and areas with contextual navigation (places to jump, places for wall running, places to hide and sneak along, etc.), placed spawners for enemies, placed and scripted checkpoint triggers, and so on and so forth.
One of my tasks was to hook up some transition cinematics when the player would trigger certain fights. We had to give an executive demo soon to show off our progress, and they needed these transitions to help establish a feel for the gameplay. The only catch was that the cinematics department was dragging their feet. My boss asked me to put them in, but they kept telling me they didn’t have them ready. A week passed, then two, and I kept having to explain to my boss that they still weren’t ready. The deadline was approaching, so something had to change.
One thing we did have access to was tutorial/sample assets for the PSP. They provided examples of file formats that the system could use, and that actually included cinematics. There was just one catch - the only cinematics I had to work with were clips from some sort of nature show featuring penguins waddling and set to mild harpsichord music. So I created several copies of the sample dancing penguin video and renamed them according to the cinematic asset naming scheme. Then I hooked them up to play when triggered in game, and checked them into the asset repository. Whenever the player was supposed to trigger a cinematic for a fight, instead they got the video of dancing penguins. The penguins had invaded, and they were everywhere.
In less than two days, all of the penguins had been completely replaced by WIP cinematics.
Hello! I have a question! Can you give advice and tips for the RPG maker newbies? Thank you!
Here are some tips I came up with:
1. Make some games Before you start working on your game, learn how to use RPG Maker by creating mini games as practice. Don’t worry about the dialogue or plot here. Focus instead on creating events, customizing maps, using variables and conditionals, etc. One of my early games was called “Santa’s Nightmare”, where you play as Santa Claus and have to escape a spooky maze. Yeah it was lame, but I used it to learn about parallax mapping.
2. Learn to script RPG Maker does not allow for much customization, so learning to use, modify, and write Ruby/RGSSx scripts are a must! There are plenty of tutorials online and the best way to learn is by experience.
3. Join a forum This will give you access to lots of resources including tutorials, assets, scripts, advice, feedback, and ideas.