Developer's Diary

Build Order Matters (And Other Tales)

Just a few notes from the battlefield that is my game for Fantoche:

Build Order Matters

Whenever you get the error message «The type or namespace name <type/namespace> could not be found (are you missing a using directive or an assembly reference?)» in Unity when trying to access a component on another GameObject, do not bother to rewrite your complete code.

Reading Strings out of an XML file using C# in Unity 3D

Update

The code for this project has seen extensive changes and has since been migrated to GitHub. Read more about it over here – and then go forth and fork it. It is released under a Creative Commons License, so you are free to build upon it.

Since I already played around with XML in C#, this part of the project was easier to do than before.

What is it supposed to do?

Basically, I could simply hard-code most of my strings used in the game directly into the code – no one would notice the difference anyway. But obviously, this is not a very good idea, both because editing strings and later translating them becomes a pain.

Creating some data that would allow me to get strings out of an XML file would solve this problem – and, if the code is good enough, be reusable in later games.

It would allow me to edit text independently of the game code and add translations on a later date.

Writing XML Log Files in Unity 3D using C#

Update

The code for this project has seen extensive changes and has since been migrated to GitHub. Read more about it over here – and then go forth and fork it. It is released under a Creative Commons License, so you are free to build upon it.

Since I want to make some basic statistics for my game at Fantoche, I needed some basic logging function of the player’s position.

First Ideas for an Autonomous Software Agent

(Articles tagged with “Developer’s Diary” are more sketches – ideas and thought processes behind current projects, so that they can be assembled as documentation at a later date. Comments and further thoughts are highly encouraged.)

The exercise consists of creating an autonomous software agent that interacts on a 2D plane. Also, it has to work together with other available agents.

In order to let the agent choose an appropriate action, it should contain a stack with possible tasks with priorities. In every turn, the task with the highest priority is executed.

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