The best way I found for communicating up the tree (for example, for your player to communicate with the UI or for spawning world objects like bullets) is to have a singleton script that is globally visible and handles those things. It saved me a lot of headaches of passing signals through to other groups or trying to get access to the tree root within its children's scripts, which is bad practice for obvious reasons.
A couple of thoughts: I’m not sold on the ‘Stardew Valley by day’ aspect of the game. It seems like you want to do too many things all at once. How about during the day players can focus on *interactions*. The player can still produce/buy/sell if he chooses. But I love the idea of getting the thoughts of NPCs and entwining those with the events / clues / puzzles (maybe) interactions / mysteries etc as time passes. This way you’re more likely to enhance the combat aspect of the game ( which seems like your primary focus ), while the NPC aspect of the game gives it depth feeling emotion mood and player investment.
In a few days! I have some updates to make to the composition tutorial, but I want to go over a few other extremely useful tools for code reuse as well.
I should also mention:
Great stuff man!
I’m happy for you that you quit your job to pursue this goal. Keep it up!
The great part with being a ghost on screen is you're not hiding code behind you.
The best way I found for communicating up the tree (for example, for your player to communicate with the UI or for spawning world objects like bullets) is to have a singleton script that is globally visible and handles those things.
It saved me a lot of headaches of passing signals through to other groups or trying to get access to the tree root within its children's scripts, which is bad practice for obvious reasons.
This is a very cool idea! Excited to see more.
A couple of thoughts:
I’m not sold on the ‘Stardew Valley by day’ aspect of the game. It seems like you want to do too many things all at once.
How about during the day players can focus on *interactions*. The player can still produce/buy/sell if he chooses.
But I love the idea of getting the thoughts of NPCs and entwining those with the events / clues / puzzles (maybe) interactions / mysteries etc as time passes.
This way you’re more likely to enhance the combat aspect of the game ( which seems like your primary focus ), while the NPC aspect of the game gives it depth feeling emotion mood and player investment.
Hey man, any clue when the next video is going to drop?
In a few days! I have some updates to make to the composition tutorial, but I want to go over a few other extremely useful tools for code reuse as well.