Character Generator

Everything has different names in your screen shot, RollStats for example.

Did you use the scripts I posted?

i get a message that says can’t add script needs to derive from monobehaviour

ok i got the message now i just need to remove and old script

Great, so are you still getting any errors, the one about deriving from MonoBehavior for example?

I’m setting off now but rdply back so I know. After the laptop build tomorrow I will have a further look at where things are. I will be waiting on the drive delivery so when I respond will be dependant on that and the build.

Are you familiar with GitHub and Git at all?

I’m not getting any more errors. i am a little familiar with GitHub

do you mean like a dropdown so the player can pick their race and class?we should resolve the class and race aspects too, so give some thought to your UI / player interaction please.

Hi Michael,

Yes, or some alternative UI for selecting these.

I have been playing around with the then and I think i like the dropdown the best i have also been playing with the input field for the character’s name.

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Looking good.

Laptop almost sorted, just reinstalling software now.

What did you use for the population of the dropdown menus, or are they just hardcoded values for now?

They are hard coded for now I could not figure out to populate them

That’s ok, it’s a handy way to get a feel for how it will look.

We can expose the classes and races as a collection/list or something later and potentially move away from the enum maybe.

Painfully slow download speeds where I am for the next couple of days, so getting Visual Studio back on is a bit slow.

The reason I asked about Github / Git was because I wondered if it would be easier to start popping the project files on that rather than copy/pasting them in to the forum each time.

I can try posting then there if that would make it easier. Also i made enums for armor, weapons, skills, feats, and spells. I have the info for the classes and races also they are all in comment form.

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Perhaps for now lets keep them here, with Git I meant more of a case of committng a project with changes etc.

I think we should aim.to finalise what we have at the moment before adding any more features just yet.

So;

  • exposing the classes and races for the drop down menus
  • capturing the selected values and passing through the scripts to the Character class
  • implementing health (simple)
  • implementing level (simple)
  • implementing experience (simple)
  • using the created Character as a component on a GameObject

If we dont tidy up these loose ends we will just keep adding more and it will get too complicated to sort later.

Do you have somewhere with the features of your project broken down? Trello for example?

I do not right now

I would really urge you to consider starting it. This project has a lot of interdependencies, as a first project you have taken on a fairly large challenge. Keeping a list of all of the features and which are in progress and which are done will really help you with the managing of it.

It would also enable you to keep track of tasks which need coming back to, e.g. where we say something like, “perhaps later we replace the enums with their own classes”, rather than it getting forgotten about you would have it logged.

It would also provide you with a way to create release/milestones, something to aim for, e.g. “Character creation”, provide details of ehat that looks like and what it will do.

I will have it by the end of the day

There’s no rush, its worth spending some time on it. Breaking the high level features down into smaller features etc.

I understand.

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exposing the classes and races for the drop down menus. Done
capturing the selected values and passing through the scripts to the Character class
implementing health (simple)
implementing level (simple)
implementing experience (simple)
using the created Character as a component on a GameObject

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