I am an indie game developer and owner of Broken Helmet Entertainment, the company I started. I love video games and so it was no surprise when I decided this is what I will do for the rest of my life :) Drop me a line whenever, I'm always eager to learn something new, and talk shop.

Report RSS Happy Va……riables Day!

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Hello everyone. It is that lovely time of the year were everyone gives their special variable a gift, for example, a unique name, making it private and/or protected or even static, so that it is the only one… instance (if the code will still work) and even a //(double front slash) comment (/* if your feeling naughty ;) */), that makes it stand out from all the other variables :D

HAPPY VARIABLES DAY, EVERYONE! #> #>

Now that that is out of the way, it is that day (+1), where I make a summary of my doings for the week.

So, for those that have been following (and for the benefit of those who have not), you know I have been working on an inventory system for The Orchard. Last week but one was basically a refresher course on the asset, by going through the available video tutorials.

With that done, I have been attempting to build on these lessons and implement my own custom codes and functions. Due to the simple fact that it has been a lot of trial and error, I have not gotten that far.

However, I can say that I now have the simple pick up and drop mechanics, and of course, recognition of intractable items via the asset’s raycast. These rudimentary functions are the bulk of the system, with the everything else building on them. Therefore, I really want to take my time on them and thoroughly build a strong foundation in this regard.

So without much more to add, I will keep this post short, with hopes that this coming week’s will allow me to elaborate.

More to follow…

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