So, I’m now working on a 2D RPG about selling drugs. I see it as what would GTA2 look like as an RPG. I’m using Unity to build it. Like GTA, I plan to use satire heavily in writing Quests and storylines. The idea is to examine the underground culture that develops around illegal drug trafficking. There are also some beautifully capitalistic aspects to buying/selling drugs that can be played with too (So, yes it’s also a bit of classic Drug Wars).
My co-developer and I already spent a lot of time learning Unity, and by extension C#, while working on another game that we decided to shelve*, so we’ve been able to hit the ground running for the most part. That being said, Unity’s new UI tools were officially released a few weeks ago, and I’ve been having a hell of time getting everything re-built in the new system. I already had a very functional UI working under the now legacy GUI; it just happened to also be ugly enough that I decided to work on improving it. And if I’m going to change how it looks, I might as well learn the new GUI and Event system while I’m at it, right? I think I’m about 50% done getting it back to the same functionality that I already had. It’s really the Event system that I had to spend a lot of time getting used to, since it now requires new Components.
On the positive side, I did manage to build a nice inventory system and a quest system. The inventory system is technically based on this tutorial series, but with the transition to 4.6 GUI, most of it has been replaced. But even under the old system, I had added a lot of stuff. In fact, because the original guy has stopped posting videos, I thought about releasing my first ever tutorial showing how to move items between inventories and how to create stacked items. The quest system is cool because it relies on events being fired, so I had to learn how to fire events from code.
I will try to get a demo up here at some point. Preferably after the new UI stuff is done and there’s more of a proper level layout.
*I would also really like to talk about that project at some point, since it was a cool experimental game.