Sunday, 1 March 2020

Final Subtitle Mechanic

After quite a long time I've gotten my subtitle system to what I would consider a final state. meaning that converastions are now implemented and all other aspects of interactions also work!


(Best viewed in fullscreen)

There are a few little things I need to tweak and some minor bugs, but all in all it is done and ready to be fully utilised throughout the project.

The whole system is possibly one of the hardest things I've ever programmed and I'm proud of it. I'm particularly happy that the way I implemented the dynamic conversation creating:

Since migrating to TextMeshPro I was able to implement conversations better. It uses a queuing system, so I can offload as many lines of text as I want its way and then I just filter how these are shown.

The hardest part was offloading the new method I created for my interactable script. It now has a list / array of publicly editable text entries, this can be edited on runtime too.

When the player interacts with this interactable object it behaves just like it does for the other methods i.e. it checks the other object for any message to display on keypress.
It checks what type of interaction it is, if this is a conversation type, it then knows to pull this new array. With this array it now checks how big it is, loops through each element and adds each entry to the queue to display.

Next major thing to focus on is cameras and then it's a simple matter or recreating the other areas.

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