Advice on developing a tool for a game/client

Hello everyone! This is my very first post, I read the rules and I hope I’m posting in the right place!

I am currently working for a client who has my team to develop a 2D point and click adventure game to demonstrate the poor living conditions of homeless youth. The game will be web based. Now before you ask, yes I have full permission to ask on here, I’m not breaking any confidentiality agreements. The game will play out largely like your average dating sim where you play as a character, get money, sleep, try to eat, etc. I currently don’t have any screenshots or demo’s of the game to show. In my team, I am the lead programmer with some experience using Unity, but the rest of my team has never really used it.

The tool I’m making will make it much easier to link together scenes, add dialogue, make characters, consequences to actions, etc. I’m giving a chopped up version of the tool to the client that can add in new dialogue, characters, and consequences of actions. My question is this: how would I make it so that when I make a change in the tool, the change is reflected in the game itself? I have thought about this for a bit and largely due to my inexperience using Unity, I’m not sure how I can approach this problem. Any advice would be greatly appreciated! Thank you all very much!

I’m not sure this is the right forum ;)… Anyway, I guess the tool would be running inside Unity as editor script, right? You’ll have to know/decide whether you want the changes to be reflected in game during development only or also after publishing the game. You can easily make tools that run inside Unity and allow you to define the entire content of the game and then once you ship the final game build you won’t be able to change the content unless you make a new build and let players update their copies. A quite more complex scenario would be if you want to be able to update game content without updating the build… Assuming you’re fine with the former case I’d suggest you to use Unity’s built-in functionality as much as possible and learn how to use ScriptableObjects and combine that with “custom editors” a.k.a “custom inspectors”. A few links to start with, but you can also find a lot more if you google those:

http://wiki.unity3d.com/index.php/CreateScriptableObjectAsset

http://unity3d.com/learn/tutorials/modules/intermediate/editor/building-custom-inspector

I hope that helps :slight_smile:

1 Like

Thank you for the reply :slight_smile: Unfortunately my client wants the latter scenario where she wants to be able to update the game after we give it to her, and she won’t have access to Unity. I will however look into those links as they still may be very helpful. Thank you.