Going though unity samples, I found something that could pass for movement code (to start with).
Here is how movement is handled in divinity:
That I found from Unity examples:
Looks pretty similar? I really hope I can use it. Now I need a place, preferably a dungeon to start testing it with.
The Cave (Ominous sound)
My friend suggested I would do this tutorial:
http://unity3d.com/learn/tutorials/projects/procedural-cave-generation-tutorial
and I thought, why not, I wouldnt mind a cave, Skyrim had beautiful caves.
Tutorial was pretty difficult and I skipped through some parts, but I understood like 90% of what was going on. My former experience generating procedural overland map payed off a bit.
I was walking in my cave in no-time.
That did rise more questions for me tho:
How the heck I am gonna test stuff easily on something that is only created runtime?
Unity example (pathfinding) was using navmesh to walk around. Navmesh is something that is baked for already ready level for AI and inside unity editor (not runtime), so how the heck I am supposed to use navmesh for my procedurally generated dungeon? I might have to find either workaround or implement my own pathfinding, if I want to use procedurally generated dungeons.
Seems I need a one normal dungeon/scene for testing purposes anyway.
Here is how movement is handled in divinity:
That I found from Unity examples:
The Cave (Ominous sound)
My friend suggested I would do this tutorial:
http://unity3d.com/learn/tutorials/projects/procedural-cave-generation-tutorial
and I thought, why not, I wouldnt mind a cave, Skyrim had beautiful caves.
Tutorial was pretty difficult and I skipped through some parts, but I understood like 90% of what was going on. My former experience generating procedural overland map payed off a bit.
I was walking in my cave in no-time.
That did rise more questions for me tho:
How the heck I am gonna test stuff easily on something that is only created runtime?
Unity example (pathfinding) was using navmesh to walk around. Navmesh is something that is baked for already ready level for AI and inside unity editor (not runtime), so how the heck I am supposed to use navmesh for my procedurally generated dungeon? I might have to find either workaround or implement my own pathfinding, if I want to use procedurally generated dungeons.
Seems I need a one normal dungeon/scene for testing purposes anyway.
I have to use youtube for videos. Natural solution here is too foggy.
VastaKustuta