[SCRIPTING] [C#] [UNITY] I SWORE I WOULD NEVER BEG FOR HELP, BUT I CAN'T MAKE THIS GAME ON MY OWN.

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pianotm
The TM is for Totally Magical.
32388
For IGMC 2018, I am remaking an old project. I never abandoned this project, but I wanted to use it for IGMC and in keeping with the rules, I decided to remake it from scratch in an entirely new project.

Across the Universe

Disclaimer: Before you say anything, this was not inspired by The Martian. Literally everyone I've explained the concept to has compared this to The Martian. I was writing the story for this before the movie even came out, or before I even knew a book existed. This was inspired somewhat by events in science news surrounding the successful development of the VASIMR engine and the Raptor Reusable Booster. It was inspired predominantly by the song Across the Universe by the Beatles. Come to think of it, the news stories about SpaceX and Ad Astra Rocket Company may have had big influence on a lot of the creative media we're getting about Mars. I refuse to see the movie or read the book now for fear that it influence this story.

Genres: Science-Fiction, Puzzle, Resource Management.

Story: Christina wasn't supposed to be the first person to set foot on Mars. She was supposed to be the third. Unfortunately, she was the only one that survived the crash. Alone on Earth's most enigmatic neighbor, she has to learn to survive. The ship survived the crash and has everything she needs to survive, and if she can, run experiments that other crew members had been expected to run. With a 1 hour, 20 minute lag in communications from Earth to Mars, she's never been more alone, until she receives a signal from someone just as alone as she is. Someone able to communicate without the lag caused by distance, but they're not on Mars. They're much farther away than Christina ever expected.

This voice on the radio isn't a prerecorded message. It's a person that can respond in real time, if Christina can learn to understand them.

I apologize but there is no way I can provide three screenshots at this stage. The best I can do is one screenshot and two busts.

Character Art by Sooz
Sprites and Tiles by me
Tiles are made from images of the Endeavor and Discovery Space shuttles.


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I am mostly competent in the basics of C#. I have written a character controller that works nicely and that I really like (It has a minor annoying quirk with diagonal movement [When you stop, the sprite snaps to cardinal directions], but I can live with it). HUDs and menus aren't really hard to make. More complex systems such hunger, thirst, sanity, and fatigue are a bit beyond me to date. On the Unity Asset Store, I acquired a decent hunger and thirst system, but I really don't know where to begin with a sanity and a fatigue system, and to be honest, I'd like someone else's opinion on the hunger and thirst system I have before I dedicate my time to it.

Basically, I need someone with more experience in C# than I have.
Whenever you get in a situation that something seems too hard, back off and try something else. I tend to like 2k3 because it has C++ support (through DynRPG), but I don't have to rely on that to do what I need to.

Try this. You heard how Breath of the Wild was supposedly put together by first making a dummy game in NES style? Try to make everything about your game on another engine in dumbed-down graphics, and work on the eventing process of hunger, thirst, and sanity. Working through the actual coding yourself rather than borrowing Unity's process (tbh I don't think much of... oh wait, I've got Unity confused with Unreal engine, which I downloaded an installer, only to have a Steam-like downloader interface tell me to download again) means that you can test through these systems and see what feels good to you. It also means that it you picked Unity cuz someone said it's more powerful, without fully understanding what you want from the game, you get a better sense of planning.

I am pretty good with eventing, and pretty weak with C++ coding (unless it is something legit outside the frame of events), and I've never used Unity, so I'll just guide you through the concepts.

-I would make thirst an aspect of waiting a certain amount of time. Like, you should start with a kind of hour and day system, and use counters.
** Hunger and thirst can be added or subtracted, depending on how you wanna handle it. Sanity gets subtracted. That is, the higher your hunger, the more hungry you are (have a maximum number, while 0 is the limit for sanity).
-Food should be based on movement (exercise). That is, if you don't do much of anything, you don't need to eat as much (in theory), while you get thirsty regardless.
-Sanity is a bit more complicated, but if you want to gauge it, here's generally what you base it on:
** Boredom (You can add to a counter if you're doing the same stuff everyday. Besides eating and drinking, you can test yesterday's actions against today's and if they're basically the same, and subtract sanity. Add if you're changing up your routine daily. Add more if you're working on the game's main quest)
** Loneliness. (If you don't manage to talk to anyone or anything for a few days, sanity starts to go down)
** Sense of Normalcy/Stress (This is harder than the others, but look at it this way. Even talking to people can occasionally make you crazy, if they make you tense or stressed or weirded out. Likewise, situations that cause panic, like space invaders can disrupt ones sense that things are okay, which in turn creates panic)

-Also, if these things get low, make sure you have cutscenes. Like when sanity gets low, you have random hallucinations. The weirder, the better. The others, show a cutscene for effects of dehydration or malnourishment.
unity
You're magical to me.
12540
What about the game makes the Unity engine ideal for it over just RPG Maker?
pianotm
The TM is for Totally Magical.
32388
Across the Universe is a resource management and exploration sim. I am designing an interactive UI with a degree of menu based game play. I'm making it mouse compatible, and creating a visual aesthetic that I feel would suffer in an RPG Maker engine. Movement is more organic and menu based gameplay is not as agreeable when limited to keyboard arrows.
None of those seem like strong arguments against doing it in RPG Maker. Mouse support is native to MV and I'd be shocked if it wasn't available in VX(A). Resource management and exploration are obviously as possible to do in RM as in any other engine. I don't honestly even know what "creating a visual aesthetic that would suffer in an RPG Maker engine" means. The RPG Maker Engine can support a nigh-infinite diversity of visual aesthetics, and certainly the one indicated by the screenshot you've shown.

Ordinarily I don't butt in and tell people what engine to make their games in. But the OP seems to indicate that C# is causing you a great deal of stress, and I'd imagine IGMC is pretty stressful anyway, not that I've ever done one.
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