A couple of hours with Unity

posted in tinyrocket
Published February 04, 2011
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I downloaded and I have now spent a couple of hours playing around with it, most of which was spent building the light maps. The result is a medieval city scene viewed from a top down perspective and a character that goes where you click. The camera can be moved be moving the cursor to the corners of the screen and there is also a monster that will try to hunt you down, although it does not deal any damage yet. Expect more updates soon.

There is a web player available here: http://www.tinyrocke.../WebPlayer.html

Update
It is now possible to attack (and kill) the monster and he got a buddy waiting for you further down the road. There is also some wind blowing in the background.

Update 2
The town is bigger now and there is new enemy "hiding" in it. I have also added basic path finding using Angry Ant's Path and some basic leveling, don't forget to spend your characters points or you will probably meet a gruesome death.

Update 3
I have implemented the quest view and added one quest, "Kill all the monsters"...
0 likes 4 comments

Comments

Aardvajk
Impressive stuff for a couple of hours. This really does seem to be the future, this tech.
February 04, 2011 02:06 PM
Jason Z
Yes, it is really impressive for just a bit of hacking time. I assume that the models were already made before hand? Or does some of that stuff come with Unity now?
February 04, 2011 08:14 PM
lilljohan
The models are from [url="http://www.arteria3d.com/"]Arteria3d[/url] and [url="http://www.dexsoft-games.com"]Dexsoft[/url], except fore the fire in the torches which is part of the standard unity package.
February 04, 2011 08:33 PM
Facehat
Nice work! That looks pretty cool.

I still can't decide if I like Unity or not. On one hand, when things work, they seem to work brilliantly. On the other hand, it's a total pain in the ass to debug; and a lot of things that seem like they should be easy end up being confusing and awkward (like instantiating objects from code). It's very content-focused, and while you can do cool things in code, doing things from code is not the natural workflow. I often feel like it occupies this awkward spot between AAA and indie where it's not [i]quite[/i] suited for making AAA games, but it's also not great at making your standard indie game either (it doesn't do lo-fi well out of the box). I also don't like how actively hostile it is to version control. (Seriously, try to use SVN with it, I dare you). Even after all those complaints, I still sort of like it though.
February 07, 2011 11:09 AM
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