There's a simple (-ish) solution to your troubles. Scrap the whole built-in NavMesh system ang get the A* Pathfinding Project (http://arongranberg.com/astar/) It's awesome. It also has full source code.
There's a simple (-ish) solution to your troubles. Scrap the whole built-in NavMesh system ang get the A* Pathfinding Project (http://arongranberg.com/astar/) It's awesome. It also has full source code.
Yes, of course. We're just starting with town because it has lots of different stuff in it, so that the player would have things to do.
Later we'll add wilderness, village(es), military base and alien base(s) at the very least - and probably some other interesting locations.
I'm using my own wrapper around built-in GUI. See my thoughts on Unity GUI systems here: Chaoscultgames.com
Yes, the game will certainly cost something. I think I'll set up preorders during alpha stage, a-la Minecraft, with alpha version costing less then the (planned) final. Would probably start with something like $5, but I'm not sure yet.
As someone who frequently decompiles C# code, I can tell you that this sort of obfuscation is so easily removed, it might as well not be there. Effective obfuscator creates IL code that can NOT be represented as valid C#; and preferably code that crashes popular decompilers outright.
These methods are actually the baseline of anti-hack protection employed by any self-respecting online game developer.
Cotoff
Alexey joined
I'm an indie game developer from Moscow, Russia. I've been working in games for many years, but only went indie in late 2012. Now I have my own "studio" called Chaos Cult Games (it's just me actually) and I'm working on a game called Xenos.