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Reply to Re: Dev Thread: Dink3D (Unity Project)

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January 28th 2020, 05:30 PM
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JugglingDink
Peasant He/Him United Kingdom
Streetfish 
Sure thing Although I'd just like to quickly say, I don't see this as a replacement for the original Dink and DinkC at all. This is a fan project that can happily coexist

a) My main priority at the moment is recreating the opening segments of the main game, rather than the engine as a whole, so it's difficult to gauge exactly how far I am in terms of a full engine. Conversations are fully in place (I've written a script called SpeechHandler, it can be attached to any 3D Object or Sprite and allows for Dink style conversations and use of Say/SayStop commands, choice menus, etc.). I'm currently working on the inventory, after which I want to get the main UI working, and I'll then take a look at combat. It's all written in C# with Unity's libraries.

b) I'm currently using a Unity plugin called SabreCSG for world building as it allows for simple modelling/adjustments/texturing within Unity using brushes. This allows everything from map editing, houses, sprite placing, script attaching etc. to be done directly inside Unity. Generally speaking, if you understand the Unity environment, you're good.

c) Thanks to Redink1s lovely checkerboard-removing tool, converting the original dink sprites into something I can use for Unity is easy peasy now. The sprite library exists as a series of folders inside Unity organised the same way as the original Dink folders. There is also a new folder with reusable 3D models. Things like fencing and wells.

d) Not too much else left to say I think I chose this as I was looking for a hobby I could work on for the foreseeable future, so it won't be a quick project. It will probably be slow and steady progress instead of a mad dash to completion.