Ambiera ForumDiscussions, Help and Support. |
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Hey, Just release a beta version of my narrative toolkit. The kit contains 5 extensions. Together they work as a player-environment interaction system. The idea is to make it simple and modular, so it is possible to build complex scenarios from small bricks. In short, from the developer's perspective you execute "Register Interactable Manager" action before the scene loaded. Then you add "Register Interactable" behavior to the nodes that a player needs to interact. From here you can specify messages that are being shown and also actions that needs to be executed if player interacts with the node. I think it is particularly useful walking simulators but will also work in any kind of FPS game. Download: https://zeicmann.itch.io/copperc... Showcase/tutorial: https://youtu.be/UhrDJOn3-hM Feedback is appreciated as usual. |
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Though I don't like you (and like your mother) that's actually a good point. I need to raycast to world first. If there is a collision point - check bounding box collision to that point, not to the detector position generally used. Thankfully it's only one additional raycast. Thank you - good spot! |
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Fixed files uploaded to itch. |
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Looks cool Oke :) |
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I trying understand what is mean interactablesManager.unregisterInteractableRelatedToNodeNamein action_OkeokeRegisterInteractablesManager can you explain please? I cant find this in documentation |
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So, this interactablesManager is basically a singleton object. It has a bunch of methods that are executed every frame including the one called "checkInteractables". This is sort of a main method that checks if player is close enough to interactable, is looking into interactable bounding box and also if action button is pressed. It checks every interactable by looping through the array: for (var i = 0; i < this.interactableHandlers.length; i++) {It also has that check that in case interactable has flag isInactive set to true the interactable is skipped. unregisterInteractableRelatedToNodeName sets that flag to true for all interactable actions related to a scene node with a specific name. So they will be skipped and not be checked again unless re-registered. For example, if switch from that scene to another scene and then back. It is soft of a soft delete, since I believe, setting flag like that is better for performance than using slice or rewriting the array. |
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Do you have a specific scenario in mind there you need to unregister an interactable? If so, let me know - I'm looking to extend the tool kit, since it is really limited now, and input like that would be helpful for me. I can either create a dedicated action for it or suggest how you can use the existing ones. |
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Hey, Just updated the tool kit. https://zeicmann.itch.io/copperc... Change log: - Renamed "Narrative Toolkit" to "Narrative Kit". Also updated all extensions to start with NK instead of okeoke. First demo is updated with new extensions (at least I think so). - It is now possible to show icon instead of text on node interaction helper. Check "Show Icons DEMO" for demo. - Fixed an issue with node being able to detect nodes with enabled collider properly - Added "Give back control" action. It's only purpose is to switch back to player controlled camera from static camera - Added versioning to prevent issues in case breaking changes are introduced in future A lot of stuff is renamed so it's better to download the whole new version and replace the old extensions. It will not be the case anymore since I'm going to stick to the new name, and also all extensions will be versioned from now. I'm still working on it. Currently I'm adding new extension that allow creating sequence puzzles without coding. Like keycodes for example: It is "almost" done. |
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Another update to Narrative Kit. Demo:https://youtu.be/BpsbmCOUIX0 Keycode extension is a bit delayed:) So I tested it a bit more and found some more bugs in interactions manager, which make sense to fix prior to adding more functionality on top. So this time it's BETA 3: * Bug fixes * Some more helper extensions that are not documented: "Bulk hide/unhide nodes", "Shake Node" action, "Play sound from node" action, and etc * New demo. This time it is a "Routing puzzle". Basically, you need to clean some stains with a mop. Narrative Kit link:https://zeicmann.itch.io/copperc... Variable editor:https://zeicmann.itch.io/copperc... I'm looking into: * more testing and bug fixes/improvements * more demoes * a way to start proper documentation * finalizing KeyCode extension and also some shaders |
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Updated doc for Narrative Kit here https://alxvn.github.io/nkdocs/ |
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This is a really valuable tool. I love the work you put into this okeoke! |
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Hey @blackwater, thanks for the quite words. |
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My "Revisit" of The Quest is still available. Would this narrative tool help in that regard? I wanted to use Just In Case's Novel Engine, but got stuck trying to figure out how to make the sound/music work right and stopped working on it. |
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I don't think it can help unless you want to convert it to FPS game. In case it's a novel kind of game you better stick to Novel Engine or use RenPY or similar tools. |
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