mtnphil

Speech recognition for adventure games

On linkedin, Someone posted a link to an example of Unity’s speech recognition API for Windows 10. It sounded simple to set up, so I decided to try it out. I’d done some basic research a while back to see if speech input might be an decent alternative to the text parser input in Cascade Quest. […]

Adventure game puzzle design

By “adventure game”, I really mean any story-based game. This is post is mainly just a dump of useful links regarding puzzle design, so I can have them all in one place. There won’t be anything terribly elucidating here, just links to useful articles. Application of Puzzle Theory – Classifications of all the different types of puzzles […]

Deeply-nested coroutines in Unity

In Unity, coroutines are essentially methods that execute across several frames. They are, in a sense, some syntactic sugar that lets you avoid having to keep track of the state of a sequence of operations (for instance, fading from one color to another) in member variables of a behavior. Instead, all state can be method-local. Refer […]

Foreshift: Ludum Dare #35 post-mortem

Last weekend I completed the Ludum Dare 48 hour competition. The goal is to make a game from scratch in 48 hours: all the coding (apart from frameworks you make public beforehand), art and audio need to be done from scratch and by one person. It takes place around the world and well over one thousand […]

Decompiling SCI – part 4 – final steps

Here’s a link to part 1 of this series. Generating the abstract syntax tree Generating the AST from the instruction node tree ends up being fairly straightforward. SCI Companion has the following syntax nodes (that appear in the AST): value (these can be tokens, strings, saids, selectors or numbers), complex value (like value, but allows for […]

Decompiling SCI – part 3 – instruction consumption

Here’s a link to part 1 of this series. Another fundamental concept we need to introduce is instruction consumption. The basics Each SCI instruction (opcode + operands) “consumes” a certain number of values from the stack, or the value of the accumulator or prev registers. Likewise, it may “generate” a result that gets pushed onto the […]

Decompiling SCI – part 2 – control flow

Here’s a link to part 1 of this series. Now we have a directed graph that consists of nodes of branch-less instruction sequences in a function (since the branches became the edges of the graph). This is what is needed to perform control flow analysis. Resources Here are some resources (generally white papers, course notes or […]

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