One of the biggest hurdles when starting a new project is having a stable maintained CLI environment. Thankfully Angular 2’s CLI is now stable and ready for use. I’ve tinkered with it and I’m very happy with the toolset. Mainly because it has a lot in common with Ember’s CLI. Which is a tried and true development environment. Check it out at the link below.
I’m extremely excited to show off our new trailer for A Dragon Named Coal. I’ve been working on this game for a few years now. Check it out below and let me know what you think.
Learn how to link scenes together in Unity in a way that deletes and preserves specific code. Extremely important for games where a map is composed of multiple scenes.
Repo from the video tutorial: https://github.com/ashblue/unity-additive-level-loading
After working on a large scale RPG project for 2 years, I’ve learned quite a bit. Mainly through the process of making stupid decisions. Below I’ve catalogued 8 things I’ve learned that could save you up to 6 months or more on your next project.
About 6 months ago I sat down to tackle writing a custom skill tree system in Unity. I wanted a visual editor that could easily assemble a tree at the same complexity level of Skyrim. And magically assemble all the data into a visual output without lifting an extra finger. After a couple days of combining some old scripts with a shiny new interface I created Unity Skill Tree Pro. A free plugin that makes complex skill tree management automated.
This is just the first iteration of Unity Skill Tree Pro. So the visual editor is still a little rough. That said it does a lot out of the box right now. If you want to customize it further the source is freely available online and it was written to be easily extendable without touching source code.