lizelive / bgi Goto Github PK
View Code? Open in Web Editor NEWYou are the bad guy! Control a horde of minions to protect yourself from the 'good' guy
Home Page: https://lizelive.github.io/bgi/
You are the bad guy! Control a horde of minions to protect yourself from the 'good' guy
Home Page: https://lizelive.github.io/bgi/
be able to build
the villagers need to be more afraid
[23:06] @stropheum: you can also just do Resources.Load()
[23:07] @stropheum: oh okay, well do this, just write up your default object, and then serialize it once to json right?
[23:07] @stropheum: then you have that as your default thingy, and then every time the application saves, you just write that config back out to json
[23:07] @stropheum: and then serialize it INTO the scriptable object when you statically construct the input class
[23:08] JOIN: Lamdr1996
[23:08] PART: Maddielearns
[23:08] @stropheum: yeah you could make it incorruptable by basically having a default controls serialized into on static construct, that way when they want to reset their controls, you just swap out playerControls with defaultControls
[23:09] @stropheum: oh i see
[23:09] JOIN: Janne808, Kouros51
[23:09] PART: BlameTankz
[23:09] @stropheum: so you can have like a config that overlays the default
[23:10] @stropheum: yeah you could even just use null coalescing operations in the input manager
[23:10] @stropheum: like Input.GetKeyDown(playerControls.Throw ?? Default.Throw);
[23:10] PART: Hostmeraffle, VoidBeckons
[23:11] PART: Lamdr1996, Kouros51
[23:12] JOIN: S1faka, Hostmeraffle
[23:12] PART: Janne808
[23:12] @stropheum: but yeah totally if you're planning on serializing to json then that's a way to do it for sure
[23:13] @stropheum: i'm pretty sure scriptableobjects and asset bundles are just glorified json anyway
[23:13] @stropheum: maybe compressed
[23:14] JOIN: Maddielearns, Freddyybot, Ddissaa
[23:14] @stropheum: you're saying you want to compress images to jpeg?
[23:15] PART: Ddissaa, Freddyybot
[23:17] @stropheum: psd is like an inherently uncompressable format no?
[23:17] PART: Hostmeraffle, Maddielearns
[23:17] @stropheum: maybe to an extent, but there's so much unique data segmentation that it's impractical
[23:18] @stropheum: like for a song file in fl studio, you can compress each .wav but the amount of layers and data to bind and orient them has to be there
[23:19] @stropheum: the file size consideration at this stage is bikeshedding imo
[23:19] @stropheum: you're gonna discover why people bail on webgl deployments LUL
[23:20] JOIN: VoidBeckons, Agigaherger
[23:20] PART: S1faka
[23:21] @stropheum: are you planning on having granular json configurations?
[23:21] @stropheum: or like a massive monoconfig
[23:22] JOIN: Timberxxx
[23:22] @stropheum: LUL
[23:23] @stropheum: well what i was going to say is you can have a static const config filename per class that is configurable, then do a lazy file creation in the static constructor of those classes
[23:23] @stropheum: then you can "default" an aspect of your configuration by just deleting the file
on hits the enemy can become stagared
like windmills dude.
It would be really cool if the game was multiplayer.
Want it to be possible to really fuck up the map
Have directional audio kinda like minecraft
Show subtitles and stuff
Have reputation that goes down
if it becomes too negative summon villager man
Need to reduce startup file size.
it is confusing to see what they are doing, and they don't make very much sense
need to add lots of animations and stuff
make it so it interfaces correctly with the nav agent system
Have them keep their food in their inventory until they deposit it at wagon
add iframe to hits
Need to animate the norb so they can be thrown better
need hud to show village loyalty + fear + rep to make it feel like you are expanding and making progress
it is all invisible right now.
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