I really want to get work going on combat. First thing tho- I must solve the movement/pathfinding for my game.
I will try option 2, as premade levels are easier on testing too.
So, I bought in Fantasy Action RPG Tileset from Unity Store. It had 3 demo scenes (premade dungeon levels) ready to be used. And it was top-down, so it was perfect.
Now I only had to bake a navmesh and make my guy follow the clicks:
But what is this? Demo girl I was moving with my keyboard, but my-point-and-click "ghost" jerks around like a lunatic. Damn, I need some more tutorials on navmesh and perhaps some coding. So, I will watch one tutorial today and will do some serious work on this tomorrow.
There is one alarming thing I found out In this discussion : Unity's built-in navmesh system would not support procedurally generated dungeons, because navmesh cannot be created runtime. They are going to add that feature around March 2016, but for now, I must explore couple of other options:
- Implement pathfinding (buy in some A* pathfinding solution and make it work)
- Skip procedurally generated dungeons for now, make/buy premade levels and still use Unity's navmesh.
I will try option 2, as premade levels are easier on testing too.
So, I bought in Fantasy Action RPG Tileset from Unity Store. It had 3 demo scenes (premade dungeon levels) ready to be used. And it was top-down, so it was perfect.
Now I only had to bake a navmesh and make my guy follow the clicks:
But what is this? Demo girl I was moving with my keyboard, but my-point-and-click "ghost" jerks around like a lunatic. Damn, I need some more tutorials on navmesh and perhaps some coding. So, I will watch one tutorial today and will do some serious work on this tomorrow.
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