Chapter 5.7 : Fungus and its features
Fungus has a simple method of implementing its features using the Flowchart component that I have shown before. Some people (like me before) would complain that the features makes the plugin have boundaries and its limited. However it is possible to add these into our custom scripts such as when to call it in the game.
Above is an example of my flowchart in the Gameplay level. Each blocks contains different features that will appear in the game.
What I did here is that I want the characters to interact with a few objects in the game. Usually in Youtube tutorials they would teach you the basic Dialogue features using C# scripts and Gameobjects. But then I started to realize why go through such a hassle when Fungus is available?
First thing that I need to do was in every C# script that has Fungus feature I must:
1) Put Using Fungus; on the top of the script with the rest.
2) Put public Flowchart <name of the flowchart> so that we can drag it in Unity later.
3) Under Void Start, put flowchart = FindObjectOfType<FlowChart>(); This will let the script search the Flowchart gameobject in my game.
4) Under Void Update or public void, put flowchart.ExecuteBlock ("NAME OF
BLOCK"); Then put Debug.Log(Flowchart);
As the name says, it will execute the features of the block once it is called upon.
The script will look something like this :
Once you put that in, you can now use the Fungus plugin at anytime!
In Unity, on your left side there will a GameObject with a mushroom icon. That is the Flowchart that Unity has set up. When I click on it, the inspector will show an empty component. Here I can add animations, scripts, textboxes, etc.
As you can see, there's a "Execute On Event" thing written there. That is where I will appoint on how the features will appear, such as when pressing a Button or before it starts.
The color blocks shown above are some of the effects that I used mostly in the game :
1) Orange Block - To call/ To stop Audio, I can adjust the volume here as well.
2) Green Block - To call out the Fade In / Fade Out effect for the transition between scenes.
3) Pink Block - This is where I call out the portrait textbox scenes to use for the in-game
dialogues
4) Blue Block - The text displayed.
It took a while for me to understand this as there are less tutorials available online. The plugin is still new and they only explained them briefly. I had to play around the features what each of them does and how they can contribute to my game. But If you do get the hang of it, it really eases in developing a Visual Novel or narrative game.
Some of the features can also help me to not do more scripting, such as transitions between scenes, restarting my variables whenever the game ends, playing Audio, etc. It depends on how we place the features and use it properly.
And that's all for this post on Fungus :)
Above is an example of my flowchart in the Gameplay level. Each blocks contains different features that will appear in the game.
What I did here is that I want the characters to interact with a few objects in the game. Usually in Youtube tutorials they would teach you the basic Dialogue features using C# scripts and Gameobjects. But then I started to realize why go through such a hassle when Fungus is available?
First thing that I need to do was in every C# script that has Fungus feature I must:
1) Put Using Fungus; on the top of the script with the rest.
2) Put public Flowchart <name of the flowchart> so that we can drag it in Unity later.
3) Under Void Start, put flowchart = FindObjectOfType<FlowChart>(); This will let the script search the Flowchart gameobject in my game.
4) Under Void Update or public void, put flowchart.ExecuteBlock ("NAME OF
BLOCK"); Then put Debug.Log(Flowchart);
As the name says, it will execute the features of the block once it is called upon.
The script will look something like this :
Once you put that in, you can now use the Fungus plugin at anytime!
In Unity, on your left side there will a GameObject with a mushroom icon. That is the Flowchart that Unity has set up. When I click on it, the inspector will show an empty component. Here I can add animations, scripts, textboxes, etc.
As you can see, there's a "Execute On Event" thing written there. That is where I will appoint on how the features will appear, such as when pressing a Button or before it starts.
The color blocks shown above are some of the effects that I used mostly in the game :
1) Orange Block - To call/ To stop Audio, I can adjust the volume here as well.
2) Green Block - To call out the Fade In / Fade Out effect for the transition between scenes.
3) Pink Block - This is where I call out the portrait textbox scenes to use for the in-game
dialogues
4) Blue Block - The text displayed.
It took a while for me to understand this as there are less tutorials available online. The plugin is still new and they only explained them briefly. I had to play around the features what each of them does and how they can contribute to my game. But If you do get the hang of it, it really eases in developing a Visual Novel or narrative game.
Some of the features can also help me to not do more scripting, such as transitions between scenes, restarting my variables whenever the game ends, playing Audio, etc. It depends on how we place the features and use it properly.
And that's all for this post on Fungus :)
Comments
Post a Comment