As I’ve been teasing on Twitter, we have a brand new hotspot creation system in Dagonity. This is a far cry from the system we had before, and dare I say it’s one of the most advanced workflows ever devised for adventure games. I’m working on a blog post that will thoroughly explain how it works and why it’s a big deal, but in short:
It’s as simple as assigning a color to any object in 3DS Max (the only software we support now, though it should be easy enough to extend this functionality to Maya or Blender). What our Max tool does is export a list of “colored” items along with their names and individual textures with their placement on screen. Then, the engine automatically assigns an interaction (be it feedback or a custom action) to these items, so the programmer never needs to know the color, just that there’s an item called “gloves” (for example). Similarly, the writer only needs to know that there are gloves in that scene and write a few lines for them. I’m working on a script that will convert an Excel sheet with all the feedbacks into Dagon’s new JSON format (about the same approach we did in Serena, except the feedbacks were Lua tables).
Why is this a big deal? As you know, items can be seen from different angles in a first-person adventure, so previously you may have needed to define several interactive regions for the same item. Worse, if you have a high interaction density per location (and it’s truly HIGH in Asylum), you could spend hours defining interactions for just a single room. Not anymore with this tool – it’s all as simple as writing the texts and exporting the interactive items from 3DS Max. Dagonity will take care of the rest