I’ve been a developer at Moonwards for 2 years now and though I’ve had many roles and done many things, from debugging, refactoring code, networking, fixing materials and more, lately I’m the NPCs and tools guy. I made the Dialog system (and its editor), the Workstations and Navigation system and most importantly, the NPC Editor - and the NPCs that use it. The editor has been a constantly evolving idea. It began as a simple interpretation of a Bungie Publications’ presentation that talked about Halo 3’s behavior trees. Later on...
Read MoreFollowing what was concieved before, I made a more uniform approach to these nodes: Green dots indicate a Misc Object that must be filtered to be interacted with a Filter Node (must be added). Red dots are Characters. The black dot is a pure signal, that means that the signal has no arguments tied to it, this was the function of a trigger in the previous approach. The next step is to concieve the actual structure to pass through the nodes...
Read MoreThis is a not so formal writing about my chain of thoughts, documenting the change of approach in the Character Studio. It will remain a node based editor, but instead of a multivalue system, I've decided to make a struct to pass more information through signals, so the final "compiled version" doesn't actually exist but a json file that can be loaded as a resource, containing functions, signals and connections. All of them actually made through code...
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