What do we see here:
I wanted to see how large transparent objects with shadows would be handled, since I want areas with trees. Wilderness areas will contribute to giving the player areas to explore, grind and level up before entering dungeons so I want to be able to make a number of them and they should be able to look good with minimal effort. This is the first step towards this.
These trees exist as card perpendicular to the ground, their shadow is part of the card, yet as the character passes behind them the shadow affects him. The same happens with the practice dummy.
You can also see the ‘Quest log’ interface mokup I have going on, using the new Unity GU. This has actually been in from the start, I just turned it off when recording and I have made the buttons actually do stuff now.
What will look into next:
Changing areas, completing tasks and picking up items.
I was thinking about Dungeons and dungeon generation and also about how to give players the ability to make their own Dungeons and share them with each other.
Well a map can be saved as a 2D matrix, I have even done it with a list of values or 1D matrix.
Here you can see an example I made for a platformer, using a 1D matrix to make square levels (you can edit the level during runtime, play it, save it and load it):
But how does someone edit, share and transfer those easily? How could I make a quick editor or even edit maps outside the game? How could I send new maps to my players fast and make sure they don’t break the game no matter the version?
Well an image is a matrix and we can have RGBA info, so we can hold multiple values in one image for one map and also edit and also transfer them easily.
What do we see here:
This is basically a couple of hours worth of work as a proof of concept.
I made a script that takes an image as input, identifies what each pixel represents and instantiates it. It makes levels of arbitrary sizes, it can spawn empty, floors, walls, columns, enemies and the player.
I also wanted to be able to make sure to use NavMesh and even though Unity is going to add runtime generation in 2017, this was done to prove that if you don’t fight Unity you can even do things it’s not supposed to do.
So the enemies have a NavMesh Agent and the NavMesh is carved using NavMesh Obstacles and as you can see from the delayed generation mode below they can follow you upon spawning even if the level hasn’t finished yet.
I added a delayed generation version because generation was so fast I couldn’t see my work in action, it was hit play, see level, so I put my code in a coroutine and added a small delay to see things being built.
What will I do with this:
I don’t think I am going to use it for Dominus Infernus, I have another game idea it might be more useful for, since in Dominus Infernus I want a higher standard of graphics, which will be achieved using 3D pre-rendered backgrounds.