Cute Dragon Here
Member
So I started my very first big project about 2 weeks ago and in the past few days ive hit a wall.
Ive been implementing things like a combat system, enemy AI, etc. But when it comes to sitting down and figuring out level design, I draw a blank. I have to make sure this wall doesnt stop me from continually putting it off until it becomes a dead project.
What kind of level are you trying to achieve? (What kind of game?)
In the meantime, I've begun work on implementing the data classes for items (both consumables and equipment - key items are treated as a set of bools instead for now, though I'm thinking of promoting them soon)
Right now...
Consumable and Equipment inherit things from the Item class
The Item class contains the item name, description, and image code
Consumable contains item effect and magnitude
Equipment contains weapon attributes and bonuses
Consumable and Equipment uses enums for item effect and weapon type respectively, everything else is integers or strings
Thinking of making a script that loads a list of all in-game items from an XML file and keeps the resulting "valid" in-game items in an array or list.
Would that be sound enough for a Unity 5.3.x project, or should I rethink some of the things?
Also worked on implementing the two additional slots for party characters, and it sorta worked out in the end. Now to reprogram it so that clicking on a character will invoke the detailed status screen, which is now its own dedicated window. (Should it duplicate some information in the shortened window?)
Also now thinking that both the Form and Skills button could use the fact that the player boxes are clickable, too - maybe having the player boxes to run/set a function or variable in the "big guy" field UI script is the key? I mean, pretty much every window, that script has control of.
Man, if only UI is easy. Or item coding.