
And as far as I know games with Unity engine are fit to be transferred into vr. I know you have far more important things to work on now, but maybe... Once...

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Updated to Unity 5.5!
Imported new battery model/texture from 1.3.3
Added Action<T> to ModuleDatabaseEditor.ShowStoredAssetList<T>, onEditAction. This allows each type of database editor to call a function on an entity if it's modified in the editor, and do some work on that object. For instance, the pickup database can mirror changes to instances of base items on a base item changing
Fixed pickup database not showing other items when one is null
Built class tree for EquippableItems and updated PickupDatabaseEditor to handle adding new equippables
Refactored PickupDatabaseEditor to use a list of class types to create new items rather than an enum. This removes needing to update the enum list whenever a new pickup type is added.
Installed SECTR core library for use in realtime visibility occlusion
Added functionality to remove null assets when fixing database
Reworked "Fix Database" for pickups. Separated out the unity asset stuff and database list stuff into respective classes. Ensures that all references are deleted first, including any in any pickup spawners, and then assets themselves are deleted
Wrapper function public void MirrorChangesToInstances(Pickup p) to mirror changes to instances of that item, as long as it isn't an instance
Removed extraneous float from loop inside GetColliderBoundsNoAlloc()
Added new "set_volume" console command
Big update to inventory UI.
-Can now drop items outside the PDA to drop them
-Fixed item image breaking when dragging, made drag_image a separate object so that it is totally distinct from item images. Item images are now completely static
-Renamed and reworked a lot of functions inside InventoryUI. It makes a lot more sense now and should be easier to extend and debug.
Started rework of dimension system. removed DimensionData and reworked Dimension as a ScriptableObject. Removed extraneous fields from Dimension and World, reworked the dimension creation system to be a lot more chill.
Separated generator functionality out of Dimension and put it into DimensionGenerator
reworked how grids are initialized so that multiple dimensions can initialize grids
Entities and pickups are now children of parent transforms, so that they can be enabled / disabled when the parent dimension is enabled / disabled
Added original game skyboxes
SCP-1499 now teleports the player between dimensions
Equippable items now do their equip and unequip effects correctly! Effects are sent to the Event system for processing so that they can be paused / unpaused correctly.
Added TeleportToDimension action to teleport between dimensions
Added functions to get dimension by name and switch to dimension by name to World.
Reworked EquipmentInventory to call equip and unequip methods only after item is successfully equipped or unequipped.
Generalized a lot of behavior for ModuleDatabaseEditors to cut down on copy-paste code.
Created generic function to Handle new asset creation in an editor
Created class "StoredAssetList" to wrap data for ShowStoredAssetList(), better compartmentalizing data
Rewrote ShowStoredAssetList() and ShowLinkedAssetList() to use the new AssetListEditor class, reducing function params by 2. Removed unused param 'wrapInBox' from both functions.
Added an editor for equippable item
Added messages for dimension load and unload
Game now waits for grid reinitialization before spawning entities / allowing player to move. This is allowed through the use of coroutines
Added 1499 terrain
Added a PlayMusic action
Fixed bug that let the player open PDA when the game's pause menu was open
PDA now closes when you switch dimensions, and input is disabled until dimension switch is complete (to prevent breaking the game by trying to load multiple dimensions at the same time)
Imported a lot more sounds
Changed the audio system to work with dimensions. Now, audio sources are divided into global and dimension-specific audio. They are stored in a new class AudioSourceService, which handles producing audio sources for the AudioManager to consume. AudioSourceServices are mapped to dimensions in a dictionary, with a pointer to the current source service set on dimension switch.
In addition, repeating sounds and sound sequences are stored in a similar fashion. This allows them to be paused and unpaused - so the facility intro can pause when you go to SCP-1499's world, and unpause when you return. Sound sequences need a bit more work in order to remember at what point during the sequence's current clip the sound was stopped. For now, a sound sequence will simply restart the current clip in the sequence.
Added editor for HeadEquippable which extends EquippableItemEditor; this re-uses all equippable item code with the addition of the head equippable's sprite overlay.
Thanks so much!Wicker wrote:'The praise part.'
Wow this is a very good remake.
If you actually put your time and effort into this i reckon this will turn into a very game.
In fact, i reckon that this game will be accepted and will over place the Blitz3d version.
'The real part'SpoilerAnyhow im really hoping this idea doesn't get ditched as myself and many other people are really on board with the whole idea and has potential.
*No offence.
This will definitely be added!SpherisCore wrote:One thing I think is really missing and was in the Blitz Version, is the walking animation.
In Unity you just glide while making footstep noise, but you're not actually moving up and down which is really giving you the feeling you're in the game.
Overall it's just amazing, however, this is the little missing part I really think you shouldn't leave out of the game.
I definitely understand. In order to accomplish a project of this scale within a reasonable timeframe, I will need funding of some sort. Currently all money is going towards development - first through being able to purchase unity plus on a monthly basis, and then through the purchase of assets from the asset store.Hubbawubba64 wrote:I don't like the idea of making any money off of this at all, but if it helps motivate you to not toss out this project with the others, then do what suits you.
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Fixed options menu scripts not having references to the option elements
Fixed game not reloading correctly when clicking "Main Menu" in either pause menu or game over screen
Using GameInProgress flag inside of GameUI's Update() loop
Added 1499 static objects
Added basic algorithm for spawning 1499 chunk objects
Added 1499-1 models
Changed OnSwitchTo() to wait for InitializeGrids() to return so that all grids are initialized BEFORE entities are enabled
Reworked how transforms are set for different groups of objects inside Dimension.
Increased time allocated to grid initialization, as screen is black there is no need to only use a little bit of framerate. This decreases time needed to switch dimensions
Changed dimension light params to DimensionVisualParams to handle all visual changes inside a dimension.
Added a camera view distance param to dimensionvisualparams to change camera's view distance inside a dimension
Fixed dimension entity root not setting dimension root as parent
Added logic to make sure that player start cell in SCP-1499 doesn't spawn a chunk object.
Started changing PlayerCamera to update camera fields automatically. Eventually things will update fields in PlayerCamera only and not modify the camera directly, to ensure that player camera has full control of the player's visual experience.
Added room4lcz0 to external assets
Generalized look object behavior in PlayerCamera into its own script, LookCamera. This will allow other objects to be queried by the look system for visibility in the future (MCF, etc) besides the player.
Resized 1499 objects to correct size
Removed some unecessary duplicate files in externalassets
Re-imported all item models and created .blend files to match the other models in the game, no more unnecessary scaling in Unity
Changed hazmat texture in Unity to be smooth so it doesn't reflect light. Looks better, still need to do a revamp of it in the future.
Shuffles the rooms a few times when placing unique rooms. This should help unique rooms be more evenly distributed across the facility, instead of just being in one area.
PickupSpawnerEditor now uses ModuleDatabaseEditor.ShowLinkedAssetList() functionality instead of old, copied code. Faster and more efficient!
SpawnZone is now created on a separate game object that can be moved around throughout the scene. The SpawnZone script itself just uses sliders to determine spawn slot size as well as number of columns and rows. Position of the spawn zone is set by moving the spawn zone itself.
Added button to RoomEditor to add a PickupSpawner child object to that room
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