I must preface this progress report with an apology: Doing PR work isn’t exactly my greatest strength and sometimes that means skipping it for a while and keeping the public out of the development loop. Sorry everyone! Here it is: A quick update.Read more …
Working with the Duality Editor is always project-related. Instead of opening a lot of independent files and editing them isolated, a game project is opened as whole; basically like opening a project file in Visual Studio, except that there’s no project file for Duality. Instead, you’ll open a projects folder which then will be scanned for relevant files.
Component-based GameObjects are a really cool concept. However, when it comes to setting one up, you’ll have a lot more to do than in a classic inheritance tree approach. In the latter one, something like that might be sufficient:
// Create and register a new Tank
Tank myNewTank = new Tank("/blueprints/some_tank_data.ini");
When trying to do the same with a component-based approach, there’s a lot more to do: Create a GameObject, then create needed Components one by one, setting their properties to the appropriate values.. wouldn’t a shortcut be handy? This is where Prefabs come in.Read more …