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1411314 Posts in 69330 Topics- by 58383 Members - Latest Member: Unicorling

April 03, 2024, 02:35:34 AM

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1  Community / DevLogs / Re: The Village on: June 18, 2017, 12:29:49 PM
Update on ai. The workers now listen to orders and go to work on the tile you select. Otherwise they get bored and wander around

2  Community / DevLogs / Re: The Village on: June 11, 2017, 07:18:02 AM
Slight update on grass tiles:
3  Community / DevLogs / Re: moonman on: June 09, 2017, 12:45:36 AM
This game looks awesome!
4  Community / DevLogs / Re: The Village on: June 08, 2017, 03:02:23 AM
I am working now on creating more life happening in the village.
Now the workers spawn at houses when they are recruited and start to wander around. The amount of villagers now strictly depends on the number of workers and houses


5  Community / DevLogs / Re: The Village on: June 04, 2017, 06:50:02 AM
Since last update I have worked hard to finally implement some more life to the game.
I have implemented A* pathfinding from Aron Gronberg to the game to control the movement of villagers and animals.
I have used the Unity Finite State Machine tutorial to help me with creating a state controller.

First steps were hard.
I made a default idle state anim for a bird:


Then I worked on crating simple pathfinding ai based on the solution from a* implementation:



Unfortunately due to my idea to have colliders - not all of them were scanned by A* Grid, so for now I had to turn them of, or the birds tended to get stuck:




Finally the villagers and birds are walking around






Behind the scenes view of the system:
Blue gizmo means that the character is idle
Yellow Gizmo means it is moveing or looking for target.
The target for now is a randomly selected tile







6  Community / DevLogs / Re: The Village on: June 03, 2017, 08:32:10 AM
Different variants of forest layouts generated from the same map.
I tried to create a probability matrix for each tree based on the neighbouring tiles. If there are no other forest tiles near then the chance for a tree being generated is lower. This should result in more trees in bigger forests and less in smaller tile groups.
7  Community / DevLogs / Re: The Village on: June 03, 2017, 03:45:36 AM
small updated on game look:




8  Community / DevLogs / Re: Goblin Pest Control - Top down Goblin Defense! on: June 02, 2017, 05:32:46 AM
Looks interesting! Keep it updated!

I like the various plants
I would love to see some gifs that show how this works together
9  Community / DevLogs / Re: The Village on: June 01, 2017, 11:35:44 AM
I have worked a bit more on forest generation.
Now the tree and leaves are separate objects to allow for leaves animation:



I have also added road building to the game:


10  Community / DevLogs / Re: The Village on: May 30, 2017, 01:20:31 AM
Thanks, gonna be handy when I will start implementing weather system!
For now I picked up road creation, I hope to post some gifs today
11  Community / DevLogs / Re: The Village on: May 29, 2017, 10:20:45 AM
So after farms I picked forest. I managed to do a randomized tile sprite generation. Now I need to add more different trees to make it look better

12  Community / DevLogs / Re: Warlocks 2: God Slayers - fresh hack 'n slash experience on: May 29, 2017, 05:10:18 AM
I am a fan Smiley
Too bad I could not find You yesterday at Pixel Heaven, wanted to try the game :D
Congratulations on the awards!
13  Community / DevLogs / Re: The Village on: May 29, 2017, 01:21:59 AM
I am planning those exact elements but adding graphic together with making it a little proceduraly random (you can see it on the farms now) takes time :D so in next coming weeks/ months (more realistic) expect diverse foliage Smiley

I am making each tile not from a single sprite but from set of objects and each tile has a script for randomization. For now it works nice on farm (and You can see slight variations on gold mines, bushes, grass and forest but the differences are hard to spot now)
14  Community / DevLogs / Re: Last Regiment - a hex-based fantasy-themed simultaneous strategy game on: May 29, 2017, 01:01:41 AM
The solution with the larger blocker tiles is a nice feature.
It improves the look of those mountains. Gonna note down this trick Smiley
15  Community / DevLogs / Re: SCREENSHOTS on: May 29, 2017, 12:56:19 AM


The Village
16  Community / DevLogs / Re: Seek Etyliv - A Distilled Dungeon Crawler on: May 29, 2017, 12:55:04 AM
Wow, the aesthetic aspect of this game is amazing.
Really like the minimalism in this
17  Community / DevLogs / Re: Guppers 2 - [ cute organic real time society simulation ] on: May 29, 2017, 12:46:56 AM
wow this looks really interesting.
Really like the water effect, I need to do something similar and I really like the appropach with puddles (actually did not see them often in games I think?Huh??)
18  Community / DevLogs / Re: Barbearian (working title) - Arcade/action in a colorful isometric world on: May 29, 2017, 12:37:22 AM
Looks amazing!
Especially the collected twitter posts from different months are really inspiring. Looking forward to see more progress!
19  Community / DevLogs / Re: The Village on: May 28, 2017, 01:49:27 PM
Ok I will check out shaders - for now these are all sprites
Updated gameplay gif:

20  Community / DevLogs / Re: The Village on: May 28, 2017, 12:10:21 PM
Yes of course. I rather meant the amount of graphic work to add the effects and that I need to develop smart solution Smiley
I am working on a short actual gamplay gif - will post it soon
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