This unity game, game source code, tutorial: completely free, completely open source, complete and detailed, easy to understand, suitable for beginners to start, regularly updated.
I don't want to talk to anyone, anyone don't talk to me, don't bother me, I want to write in peace. I'll explain why:
As the saying goes, "Different paths do not lead to the same thing." People who are not from the same emotional world should not talk to each other, and two people from different emotional worlds cannot touch each other's hearts.
As the saying goes, "Peers are enemies." My peers take away from my uniqueness, so I prefer not to talk to peers, or to people who share my interests. In my quest for uniqueness, there are certain things that I don't do in order to create a bit of uniqueness by doing what everyone else does. However, my peers, and people who share my interests, tend to behave similarly or in the same way as I do, thus defeating my quest for uniqueness. Everyone wants to be the only one in the world, to be unique, and does not want anyone to be similar or the same as them. But everyone can't be the only one in the world and will eventually meet people who are similar or the same as them, and I'm annoyed by these people. I love those who are opposite to me and hate those who are the same as me. This is how human nature is like, and the law of nature calls this "same-sex repulsion". If someone hurts me, I can say it's okay and forget about it the next day. But if someone else is the same as me, I can never forget about it for the rest of my life.
I've put the game source code (with the game and detailed tutorial) on the Quark web site:
Link:/s/73ca3ffb1a63
Programming language (including artificial intelligence): C#.
Database: standalone database sqlite. the game is completely standalone.
Editor: unity.
Interface:
Subdivision:
Snow in the evening in the neighborhood:
Night in the neighborhood:
Teleportation Point: Upon entering, switch to the next map scene.
City streets:
Suburbs:
Small town:
School:
School corridors:
Classroom:
herald
According to the Copyright Protection Act, non-profit programs that are used only for personal study, research, and communication and are not intended for commercial use may use other people's materials, such as 3-D models and music.
This program I have, is just completely free, and is only for personal study, research, and communication, not for commercial use, not for profit.
The 3D model of the neighborhood scene is from the unity package from UnityStore: Low Poly Japanese Housing Complex. a lot of people are using it, so it's not plagiarism for this same scene to appear in my game and other people's games. And that's just a 3D model, the program has to be written by yourself, everyone writes a different program.
City center, city streets, suburb scene from UnityStore's unity package: 258316_Anime_Tokyo_(Japanese_City), there are also a lot of game developers using this scene 3D model.
Small town scene from unity package: Idyllic Anime Japan.
School scene from unity package: Japanese_School_Buildings_Kit.
School hallway scene from unity package: Japanese School Corridor 2.0.
Classroom scene from unity package: Japanese Classroom Set.
Library scene from unity package: Japanese School Library Set.
Cafeteria scene from unity package: Japanese School Cafeteria.
Gym scene from unity package: Japanese School Gym.
Swimming pool scene from unity package: Japanese School Pool Clean Dirty Set.
Infirmary scene from unity pack: Japanese School Infirmary Set.
Snow program from unity package: Global Snow.
Sky box from unity package: AllSky.
The character 3D model is from the common and commonly used 3D character model on the web, I did the bone binding, skinning and walking animation.
I have obtained a license to use all of my 3-D character models. According to the requirements of the copyright holder of the 3-D character models, I need to write a loaner form for the use of these models:
Actor:
https://3d./reshtmla/model/items/qr/?sof=IIH58500971698183&sign=d18e9ce45689782a
Actress:
Morphology 1:/details/model/tefItfbgcMsy
Morphology 2:/details/model/8shhNfYE5DOm
Street passersby:
/details/model/Ijn46B411K3I
/details/model/GDCx0SO2gQF9
/details/model/oHyQfqL3GH2z
basic operation
Character movement:
W key (long press): go forward.
S button (long press): go backwards.
A key (long press): turn left.
D key (long press): turn right.
Perspective:
Mouse left, right, up and down to control the camera view (screen view), the character forward direction automatically towards the camera view.
Arrow keys on the right side of the keyboard: up: raise the camera view, down: lower the camera view, left: pull the camera view closer, right: pull the camera view farther.
F key (click): switch between third person view and first person view. The third person view is good for using on the street and the first person view is good for using at home.
Up the stairs:
When you're not moving on the stairs, tilt the screen view upwards to go up the stairs.
When you enter the school building, the first floor corridor ends with stairs.
Inputs and outputs:
Space bar (click): displays or closes the input and output boxes for the text (not displayed by default, you need to click the space bar to display it). After entering the text, press the Enter key to send it.
The space bar applies to: outdoor scenes.
Change:
J button (click): the heroine changes her form.
K key (click): Each click changes the sky color. Neighborhood scene: light night → night → day → evening → night → early morning → day → cloudy. City street scene: evening → night → day.
The K key is suitable for: neighborhood scenes and city street scenes.
L button (click): Switching between normal scenery and snow scenery.
The L key is suitable for: neighborhood scenes, city street scenes, and suburban scenes.
Go home:
H key (click): one click to go home.
The H key applies to: cell scenes.
The hero and heroine separate:
G key (click): The first time you press G, the hero and heroine separate and the heroine stays where she is. The second time you press G, the heroine comes to the hero's side.
In the neighborhood scene, the heroine comes to the hero by automatic pathfinding. In other outdoor scenes, the heroine comes directly to the hero.
Music:
M button (click): background music, keep pressing, is the next good background music.
Exit:
Esc key (click): exit the game.
Scene Switching
The green circle is a teleportation point, and the hero walks into the green circle to switch map scenes to the next map scene.
Subdivision → City streets.
City streets → city center, suburbs.
Suburbs → schools, small towns.
School → Corridor entrance to the school building 1, Corridor entrance to the school building 2, Cafeteria, Gymnasium, Swimming pool.
Corridor of the Academic Building → Classrooms (2nd floor), Library (3rd floor), Medical Clinic (1st floor).
Some notes
You can run this game directly from the play folder even if you don't have the unity editor installed.
A unity source code can only be adapted to one editor version, this source code is adapted to 2022.3.38, other versions of open this source code, will fail.
When unity imports this project, instead of importing any specific startup file, it opens (imports) the DreamStart folder directly with the unity Hub (unity launcher).
If the unity editor doesn't show the scene, just manually open the park scene file in the Scenes folder in the park folder in the editor.
In the unity editor interface, don't maximize the window before running the game, it won't run. But you can maximize the window after playing the game.
In the game editor, switching scenes via teleportation points lags. But after generating the game, it's smooth and normal.
discourse analysis
Discourse analysis is useful. If you are the captain of a game with NPC teammates Zhang San and Li Si, and you encounter a snake on the road, you can say "Zhang San fights the snake, Li Si protects Zhang San." This requires the subject, predicate, and object to be analyzed before the program can process it.
Press the space bar to display the input box, and when you are done, press the Enter key to send.
Example:
Input: Cat Eats Mouse
Show: subject: cat, predicate verb: eat, object: mouse
Enter: white cat eating black mouse
Show: subject: cat, predicate verb: eat, object: mouse, adjective of subject: white, adjective of object: black
Input: two cats eating three mice
Show: subject: cat, predicate verb: eat, object: mouse, count word for subject: 2, count word for object: 3
Input: Zhang San's cat eats Li Si's mouse
Show: subject: cat, predicate verb: eat, object: mouse, noun ownership of subject: zhang san, noun ownership of object: li si
Input: Zhang San gives Li Si an apple
Show: subject: Zhang San, predicate verb: give, indirect object: Li Si, direct object: apple
Input: Zhang San asked Li Si to clean the classroom
Show: subject: zhang san, predicate verb: let, object: li si, object complement verb: clean, object complement noun: classroom
Input: Zhang San eating at school in 2024
Show: subject: Zhang San, predicate verb: eat, time: 2024, place: school
If the analysis doesn't show up, maybe the words aren't in the thesaurus. You look for the verb to split the sentence, then you look for the noun, so if the verb is not in the thesaurus, even if the noun is in the thesaurus, it's useless.
The connected standalone database is, is sqlite standalone database, that is, in the game file of the user's computer, without network, without installing services, without configuration, directly available database.
After generating the game from the source code, you have to put the database from the root directory into the play folder. Since the generated game, itself, does not generate a database, or generates an invalid database of 0kb, you have to manually put the database into the folder where you generated the game.