Battle mage themed PvP
#Roommio
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Roommio (or whatever it will be called later) FIRST GAME i'VE EVER MADE
Roommio (or whatever it will be called later) FIRST ACTUAL GAME I'VE EVER STARTED
I will post weekly or bi-weekly devlogs on this, on the features I'm working on, changes, updates, and so on,.
This is the first Devlog:
https://www.youtube.com/watch?v=ktIuP4dtPbw&t=2s
Attempting to make a simple battle mage game
Second devlog, I've managed to make the path finding AI, very simple to use. Now the player does not phases through the void to reach it's destination;
One thing that I'm wondering now, is it possible to have the prefab tiles to always have AI paths inside them? Is it possible to prefab the AI slope into them?
I hate the fact that I have to "rebake" the navMesh AI every timee I add a new tile. I would like the AI to be included in the tiles
Another thing that I want for the future (yeah, I'm being way too ambitious for this) is the user generated content:
https://www.youtube.com/watch?v=ShZUu5JwwyY
User generated content will allow the "game loop" that I want, which shold bee similar to gmod, where players have their servers with their own games, and the skills of the player, the actual skills and core gameplays of my game can be reused within player based creeated content. Which should look fun. Let's see how ti goes
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Having this weird problem when generating the navigation of the scene
Last iteration.
I've found some unity asssets that I wanted to try out
Light looks weird, models look weird. One of the chore gameplay loops I want is to be able to build rooms while being the player.
Progress, looking much better than yesterday
Ok, I've baked the light in my scene. But my player model is not being affect by the light, now I'm not sure how to approach lighting the player.
Does it make sense to bake lights in my scene, then make a separate light for the player?
Seems that marking "global illumination" to be "baked" solves the problem, although I don't know if I will want everything to be baked in the scene, or realtime lights and shadows. I think I will mark this as done for now and work on something else that isn't the scene "looks". I also heard that HDRP has real time area light, might try that
Just a reminder to self: It does need the light probes, it does not matter that global illumination is baked. What is lightining the player here is the light probes
I have to think of a "build mode" and a "play mode" for the rooms.
Because if every light is dynamic while in play, it is going to take a lot of processing power maybe?
Ideally, players edit the room in edit mode by themselves, and then when they want to play they get out of edit mode, go back into play mode and then they can allow other players to join the room
Problem is trying to mimic that light just looks horrenduous
Roommio
Just noticed that these renders won't work in WebGL
and rendering to webGL seems to be very limited
all this work for nothing, oh well
https://play.unity.com/en/games/27e967d2-2e73-4a2d-9459-f2adcbaf1fa8/rommio-prototype
The first ever published protoype