Hey there folks!
Recently, I made a game for Ludum Dare 41 (you can check out the page
here)
which I hacked together over a weekend, but now I want to take the idea
forward into something bigger and less held together by virtual
masking-tape.
At first I thought I'd use the opportunity to just
learn how to code everything from the ground up in C#, but assuming that
might take decades, AC looks great as a utility, and lays the
groundwork for some of typical systems adventure games tend to have
meaning I can spend more time on creating the game itself.
If
you've checked out my LD project it's a blend of 3D and the classic
actions of point & click adventure games. Instead of using
raycasting and the like, the idea hinges on physical connections between
the objects / action you fire out as projectiles and what they hit. I
felt it was a nice mash-up, and the idea lends itself to some proper skill elements in a adventure game setting.
Big question; could you point me in
the direction of what I'll need to start poking at to make this work
alongside using AC? How would I override the typical 'use'
'talk to' and 'examine' cases so they no longer rely on raycasting?
I've spent a couple of days with AC
so far but was really pleasently surprised how easy the FPS tutorial
was. It looks like a fantastic bit of kit, and would love to use it.
All the best,
Tem
Comments
The default "Use", "Talk to" verbs etc are all defined in the Cursor Manager. You can replace them with just one "Use" if you've no need for variance.
Raycasting for Hotspots is the default behaviour, and this is due to the Settings Manager's Hotspot detection method being set to to Mouse Over. Both this, and the Interaction method, can be set to Custom Script, allowing for a total override of the interaction system.
Awesome. A bit of manual reading today it is then!