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Primitive Resentment 3d, 1st Update

  • timhinshelwood
  • Jan 30, 2022
  • 2 min read

I barely find the time to sit down and work on games, and most of that time seems to be fighting against the tech, a keyboard that will hold down keys randomly, a computer that needs 5 minutes to compile after editing any scripts, regardless, I need to keep working on something. Primitive Resentment 3D is a PSX style remake of Primitive Resentment, without the time constraints of the original, and the knowledge I've acrued since then, the game should be able to improved substantially beyond the original. The first update to this blog is about the Dialogue System. The old system was scraped together, it was gross, and lacked the ability to do anything other than show dialogue and activate and deactivate game objects.

Nowhere in the original is this flaw more present than the final confrontation between Archie and John, which requires you to click between the two in order to progress the story. The new system isn't complete, but is much cleaner. For starters, the name space and portrait can now be changed along side the text, so now dialogue between multiple characters is possible, as well as the ability to shift the portrait to display emotion, which is something most dialogue systems have, such as Persona or Fire Emblem. However, the ability to play a different audio cue on any given tab is currently absent, I haven't muched dabbled in audio, and I'm unsure how to play a list of Audio Clips, particularly in a clean manner. Not an impressive change, however, because the old game used the canvas and buttons to activate, where the new game is 3d, requiring a new activation method. This is where the bulk of the first update has been spent. Learning Unity's new input system took a few days, particularly learning how to swap from a player movement action map to a dialogue input map. A lot of bugs cropped up in this stage that would pester me for days at a time. However, the current input system seems to be working, aside from some weird technicality issues. The interaction system now uses a raycast that checks for scripts attached to the game object to activate, so for a dialogue object it checks for a dialogue holder script, or for an item it checks for an item script. Which leads to what will undoubtably Update #2's issue, the old item script doesn't work. I wont go into detail here, however I am still trying to figure out if the bug is on the Raycast end, or if the old item script just isn't working in the new project, even if it is, I'm unsure if I can get it to work in the way I need it to in game, the next update might take a while, trying to figure out how to create the system I want, while fighting this tech, among other things.

 
 
 

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My fucking god, it's been a while. I'll keep this short. New computer, finally able to work again. Previous issue has been solved. The...

 
 
 

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