Jump to content

  • Log In with Google      Sign In   
  • Create Account

IcedCrow

Member Since 30 Jan 2008
Offline Last Active Sep 18 2013 07:48 AM

Topics I've Started

Unity Level Design Software - What do you use?

17 September 2013 - 08:47 AM

I am working on a side scroller akin to Golden Axe, TMNT, and the old Shadows over Mystara games.  I'm looking at several ways to create my levels and was wanting feedback on anyone who has created a similar side scroller and was wondering what you used to create your levels?

 

I can use Unity itself, though I'm not sure if that's the route I want to take.  

 

I can use Blender to generate a model of the level.

 

I could use the asset store and get Pro Builder but that costs $100.  

 

Any advice would be welcome.


Good far plane distance for space game

28 July 2013 - 08:07 PM

What is a good far plane distance for a camera in a space game in your experience?  

If the unit of measurement is a coordinate = a meter... then things like planets can be hundreds of thousands of units away but still visible... but things like small stations etc would not be.


Space Exploration - going about populating a system

26 July 2013 - 07:20 AM

So I'm working on a space exploration / sim.  Here is the puzzle, some of you may already have experience with this and I thought I'd pick your brain.  If you don't have experience... that's fine... let's hash over some development ideas.

 

I am currently looking at a "level" or a "stage" as an entire solar system.  What I do not want are "rooms" in a system (meaning the earth system, the mars system, the jupiter system, etc... where each system is its own scene).

 

My idea is that as space is fairly large but empty... modern renderers should have little issue rendering what is really constant in a system:

1) the sun

2) the planets

3) some large moons

 

The rest (asteroids, comets, minor moons, minor planets) can be instantiated as i need them to be.  Perhaps trigger zones on a system that when crossed let the system know to create them.

 

This would mean that if I am orbiting earth and I point at the sun and accelerate, that I should eventually be able to get to the sun and that I shouldn't need a loading screen to load me into the proper zone to do so.  If I'm orbiting the earth, then the other planets should be present on the screen as tiny dots, much as they are in our sky in real life, and that if you point at one and accelerate towards it that you'd eventually reach it... that the earth would shrink to a dot... and the target planet grow until you were actually there.

 

We can go a step farther and incorporate an orbital formula and have the planets orbit the star and also be in motion as well as add a rotational formula to let the planets rotate as well as with their moons.

While this would be hard to perceive... if you stayed put for 24 hrs and took screen shots you'd see changes.  

 

Do you feel that this is a realistic model or do you feel that rendering these large objects (the sun for example would be a massive sphere and light emitter) constantly would cause performance issues?

 


Unity vs XNA

17 July 2013 - 06:57 AM

I've noticed this tool called Unity which seems well supported.

 

I am working in XNA... however I was wondering if someone could give me the overview of doing a project in Unity as opposed to XNA?


GameComponent vs DrawableGameComponent... thoughts?

16 July 2013 - 07:14 PM

XNA has two seperate component objects I've run into.  I've been for my 2D games just using GameComponent and that was mainly to represent different screens.  (title screen, main screen, end screen, etc)

 

I note that we also have a DrawableGameComponent.  

My question is ... what's the difference in the two?


PARTNERS