Game Programmer

By: James Keats | January 28, 2018

Node-Based Narrative Dialog Tool - Unity

For this project, my plan is to create a node-based editor for building a complicated, branching narrative dialog in Unity. The long-term goal for this project is that it will be well-documented and extensible, allowing users to easily hook it up into their games and projects without major modification to their existing codebase. It will have support for localization and dynamic substring replacement, branching based on player choice and dialog system variables, and the ability to call arbitrary functions in the codebase as long as they have simple parameters.

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By: James Keats | April 11, 2017

Before I begin, I want to give credit to whoever wrote the blog post that used to be located at the following link: http://www.nikumangames.com/dev-blog/unity-and-sourcetree-and-unityyamlmerge-exe-oh-my/

The only reason I'm writing this post is that it looks like their website is down and isn't available in the Wayback Machine. So thank you, mysterious vanishing developer(s)! Major credit also goes to Tim Pettersen (@kannonboy) for his GDC 2017 talk on incorporating Unity with git which is what got me started down this path.

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By: James Keats | August 08, 2016

This is a blog post I've been meaning to write for quite some time. My summer engine project is winding down and, due to a lack of time, never quite reached the level I wanted it to (although I'll probably make a post about what I did achieve shortly). Still, one of the best aspects of what I was able to complete was the Coroutine system. This doesn't use proper concurrency to run (although I will talk a bit more about that in a future post), but somewhat emulates the way a lot of really common coroutines work.

Needs: Common Use Cases

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