Hello there to alle AC'ers out there.
As everybody else I'm a die hard adventure fan - and love that there is a tool for Unity to create that. Before I
I'm playing around with a little decoration game, so I have a few questions I hope you guys can help me, before I make a purchase.
1. Will I be able to use AC to make a decoration game?
Basically I have a 3d scene were I have en "inventory" where players can drag stuff into the scene and place it. (kind of a "use itemx on itemY") ?
2. If the above isn't possible, the simple way is that I have some pre-placed decorations in the scene and then by pressing UI elements, those will change. (without dragging into the scene)
Will I be able to do that in AC - but in regards to "texture swaps" and "3d model swaps"?
3. The various control AC includes (touch, keyboard, mouse etc) - will that mean I can basically make my "prototype" with touch, and later "change" it to PC controls without having to "re-write" everything?
Any direction would be much appreciated
Have an awesome day!
Cheers,
Dan
Comments
If the question is whether AC is the right tool for this job... probably not I would think. But... if the question is whether it is possible using only AC, no other plugins, and no scripting at all... yeah it kind of probably is.
One way to do this that just pops into my head is to put hotspots where you want items to be able to be placed. Then players can use inventory items on the hotspots which would run an action list that teleports an object that was hidden somewhere else onto a marker at the spot. I don't know if it is possible to instantiate objects in AC without a custom interaction, but it is certainly possible to move them into place if you have them stored somewhere else in the scene. Texture/material swaps I do not think are possible in AC without custom coding.
Object: Change material (to change an object's material)
Object: Visibility (to show/hide a static object)
Object: Add or remove (to instantiate an object into the scene)
Object: Teleport (to move an object into view)
As for changing the input method, that can be done at any time from the Settings Manager. Your pre-existing logic, Hotspots etc will still work regardless of the change - though you may want to design your UI differently (larger buttons on mobile, etc).
Would it make it make sense to run this in Playmaker? I like to be able to change add things along the way, so my thought was to have AC with Playmaker - is that performing ok on Mobile?
Say if I didn't use the "drag and drop" but instead had an item in my scene - and in the inventory have a number of "sub items" that the player can choose from - can that item be swapped with the one selected?
Great to hear its just a matter of changing the settings in regards to controls!
AC also has an Action that can be used to run PlayMaker FSMs - you can use this to call PM functions as part of AC's Cutsenes, Interactions etc - but AC is designed to be a "top-level" plugin, so you'll have better results doing it that way around rather than having PM call AC functions instead.
AC does support inventory categories, but this is limited to an item's inclusion in a given Inventory menu. If you wanted a different set of inventory items to appear when clicking an object in your scene, you'd either have to create, then show, a different Inventory menu for that set of items (and categorise each item as such), or simply give the player all the relevant items at that moment (and then take them away again afterwards).
Would I be able to simply 'tap' an icon in the inventory and then have it 'visible' in the scene?
The idea is to have a decoration feature.
Say I have 5 different tables. There will be a default in the scene.
In inventory when an icon is changed the deafault will be hidden and
The tapped on will appear(so no drag and dropping, but instant 'swapping')
And have some of the items in the inventory 'unlock' over time?
The category concept was meant to solve, say I want chairs too - its not being accessed by clicking
The scene, but a 'tap'.
Maybe it can be solved eaier by having 'bottons' for each category, and then open a whole new
Inventory for that ? That would mean the 'category' would be nessecary I guess
(But the player will experience it is categories) - and the having fun effects fired off during the 'swapping'
So it would make sense to give the player the items (and not take them
Away, since its simply 'swapping')
I love the camera feature in AC, QTE etc so it would be awesome if the 'core'(decoration)
Can be done, mixed with the adventure elements
Happy Easter everyone!
Cheers Dan
Assuming your game's Interaction method is set to Context Sensitive, then defining an inventory item's "Use" interaction will cause the default behaviour (i.e. click/tap to select/drag) to be overridden. The included 2D Demo makes use of this technique to limit inventory interactions on Hotspots to the Interaction menu, leaving the Inventory menu for inventory descriptions only.
As part of an item's "use interaction", you can incorporate Object: Set visibility Actions to show models / sprites within the scene that were previously hidden. When an ActionList asset references a scene object, it automatically generates a Constant ID component on that object so that it can find it after reloading the scene. If you want this all to work in multiple scenes, you can do so by making sure that the Constant ID numbers are consistent between the scenes.
For exampe, if clicking an item shows a sprite with ID = 243 in Scene A, then the associated sprite in Scene B must also have an ID of 243. Though ID numbers are generated automatically, you can manually assign an ID number from the Constant ID component. More on Constant IDs can be found from these tutorials.