Thanks :)
I was afraid my writing would be badly written and a bit difficult to understand. Great it was helpful, maybe it wasn't that bad after all. Thanks :).
Visible problems with old obscurance - based lighting.
Hi! Everything is currently procedurally generated, trees, houses, stones or bushes. Even characters.
I'm also searching for some good art software - I have seen Probuilder, it seems quite OK but it's not free. I have seen others but they are not that good. I am considering writing my own in Unity or going for Probuilder. I'll go for the former only if I need the editor in the game (and I don't know yet).
Thanks for the question :). You are doing some fun project and want to share?
Hi, I really like how your tutorial and how it made me think how to do similiar stuff in my Perliner game. I especially like the way you explain singletons and delegates. I'm not sure however if the example for delegates is the best one.
If you have a 1000 gold piles in your level, each time a player clicks something, all 1000 gold piles will be notified. Why, if you already know which gold pile should be notified, that is the one stored in hit? you could just do hit.onClick() or something similar...
This way there is only one call and not a thousand.
Beside that, great thanks. I started thinking about refactoring my Perliner code and how to handle similar stuff. I would think I could have a ObjectClick on any clickable (or otherwise actionable) object, and use a Delegate pattern to attach any other component of the object to it.
For example let's have an object enemy with ObjectClick component attached. I could also have an Enemy component attached to it, that would do:
GetComponent<ObjectClick>().OnClick+=OnClick;
The camera's Clicker class would do similar stuff to yours, but when a hit is found, it would do instead:
hit.transform.gameObject.GetComponent<ObjectClick>.OnClick();
This way OnClick() of ObjectClick would call onClick of component Enemy.
What do you think? Or am I doing something strange?
Fun art style, I like it a lot:). When do you expect to let us play it?
Thanks:-). What do you mean by the question? The game was done in unity, everything is procedurally generated.
Great one! I really like what you show us here. I'm using textures in my project, but very lightly, and less and less in each iteration.
Your screenshots are amazing. I would really like to see them in motion. I'm going to browse your profile now :).
Thanks and good luck!
Actually, I have Intel 965 Express on my old Thinkpad X61T and I have on average 20-30 fps, and 60+ without shadows. HD3000 is a lot faster (20x according to some benchmarks). On my Geforce 8800GT desktop I got something like 400+ :).
It is also available for download as Windows executable in download section. Give it a spin and tell what you feel about it!
Like an orchestra with a director and a bunch of fiersome violinists. Or a kindergarten.
Chemec
joined
Worked at CERN and for many corporations but pirvately loves making games.