While I was playing, I was also thinking how should I proceed with my project here.
Originally I thought about making completely new combat engine from the scratch. But it seems a bit too much -> I need to create pathfinding (grid) for dungeons and lots of things to figure out. It might really slow me down.
Yesterday's Recap:
Also, I already have lots of C# battlefield code from previous 2D project. This one is hexagonal battlefield tho, so It would be wise to switch to hexagonal (for now). I need something ready.
So, to speed things up for Unity and to have a nice starting point, I purchased Turn-Based Toolkit from Unity store.
It had lots of features, including (optionals) line of sight, fog of war, per side and per unit turn orders, etc.
In my previous 2D project, my game data, stats for units, items, etc, were loaded from XML files, and if those did not exist, from collection classes contructors.
I realized, that I dont know how to load/store data permanently for unity, as every scene loads from scratch and loses all old data. And most data is supposed to be in unity prefabs, not in XML files, like I have.
Some googling revealed that Unity has a class called PlayerPrefs, what some people used to store data. That seemed really horrid way to go about game data, as it stored data into registry and had 1MB size limit.
So I kept searching for other solutions. Then I found one excellent unity tutorial on the matter - about persistant data saving. > so, this is solved.
I also watched through couple of other tutorials after that, the one about object pooling was interesting one for me.
Then I realized, before I start loading data, I should make main menu scene for my Unity game. I had one in my 2d Project, here it is:
I also wanted to use latest GUI tools provided by Unity, I wanted to see, if I can make hover-over tooltips and such, so I decided that I will watch a tutorial about event system, even starting on actual menu will have to wait till next day.
Originally I thought about making completely new combat engine from the scratch. But it seems a bit too much -> I need to create pathfinding (grid) for dungeons and lots of things to figure out. It might really slow me down.
Yesterday's Recap:
Also, I already have lots of C# battlefield code from previous 2D project. This one is hexagonal battlefield tho, so It would be wise to switch to hexagonal (for now). I need something ready.
So, to speed things up for Unity and to have a nice starting point, I purchased Turn-Based Toolkit from Unity store.
It had lots of features, including (optionals) line of sight, fog of war, per side and per unit turn orders, etc.
In my previous 2D project, my game data, stats for units, items, etc, were loaded from XML files, and if those did not exist, from collection classes contructors.
I realized, that I dont know how to load/store data permanently for unity, as every scene loads from scratch and loses all old data. And most data is supposed to be in unity prefabs, not in XML files, like I have.
Some googling revealed that Unity has a class called PlayerPrefs, what some people used to store data. That seemed really horrid way to go about game data, as it stored data into registry and had 1MB size limit.
So I kept searching for other solutions. Then I found one excellent unity tutorial on the matter - about persistant data saving. > so, this is solved.
I also watched through couple of other tutorials after that, the one about object pooling was interesting one for me.
Then I realized, before I start loading data, I should make main menu scene for my Unity game. I had one in my 2d Project, here it is:
I also wanted to use latest GUI tools provided by Unity, I wanted to see, if I can make hover-over tooltips and such, so I decided that I will watch a tutorial about event system, even starting on actual menu will have to wait till next day.