• entries
22
11
• views
25683

# Dimins V2018.2

455 views

This is a pretty small update focusing on UI and abilities.

It's all working off of a fairly simple UI system, all transitions are handled by transition components and all view controllers handle specific aspects. Essentially all of the view containers here (The inventory and potraits) are a small amount of C# code:

public class UIPortraitContainerView : UIBaseContainerView<UIPortraitView, MinionData>
{
}

This base class handles displaying a collection of model data (In this case MinionData) inside a list of UIPortraitView components. It also handles dragging items around to re-order and pooling the views. Then the views themselves (UIPortraitView) handles any specifics (I.e clicking on the portrait shows\hides the stats of that minion) and initialising\updating from the model.

I also went ahead and fixed a lot of abilities, here is Scratch and Spark.

and here is Ember and Rock Throw

My next step is to improve combat in the following ways:

• Change to a timer based, action point turn based combat system
• The basic idea is minions will have speed
• They will also have a pool of abilities (Starting with 4 at level 1-5)
• Each turn will happen based on each minions speed and any initiatives
• Each turn a minions action points will be replenished
• Each ability will cost a certain number of action points
• Optionally: You get a random draw of 3 abilities every turn.
• Stun\Sleep (Each turn is skipped for x turns)
• DoT (Every time a turn starts it does damage for x turns)
• Stat increase\decrease (increase\decrease stat for x turns (Can't go to 0)
• Stoned (Speed is 0, no turns get hit so no DoT and no moves)

Here is the build: Dimins_2018.2.zip

There are no comments to display.

## Create an account

Register a new account

• ### Similar Content

• BenchmarkNet is a console application for testing the reliable UDP networking solutions.
Features:
Asynchronous simulation of a large number of clients Stable under high loads Simple and flexible simulation setup Detailed session information Multi-process instances Supported networking libraries:
ENet UNet LiteNetLib Lidgren MiniUDP Hazel Photon Neutrino DarkRift More information and source code on GitHub.
You can find the latest benchmark results on the wiki page.

• By trapazza
I'm trying to add some details like grass, rocks, trees, etc. to my little procedurally-generated planet. The meshes for the terrain are created from a spherified cube which is split in chunks (chunked LOD).
To do this I've wrote a geometry shader that takes a mesh as input and uses its vertex positions as locations where the patches of grass will be placed (as textured quads).
For an infinite flat world (not spherical) I'd use the terrain mesh as input to the geometry shader, but I've found that this won't work well on a sphere, since the vertex density is not homogeneous across the surface.
So the main question would be: How to create a point cloud for each terrain chunk whose points were equally distributed across the chunk?
Note: I've seen some examples where these points are calculated from intersecting a massive rain of totally random perpendicular rays from above... but I found this solution overkill, to say the least.
Another related question would be: Is there something better/faster than the geometry shader approach, maybe using compute shaders and instancing?
• By FedGuard
Hello all,

I would like to start off with thanking you all for this community. Without fora like these to assist people the already hard journey to making an own game would be exponentially more difficult. Next I would like to apologize for the long post, in advance...
I am contemplating making a game. There, now that's out of the way, maybe some further details might be handy.
I am not some youngster (no offence) with dreams of breaking into the industry, I am 38, have a full-time job, a wife, kid and dog so I think I am not even considered indie? However I recently found myself with additional time on my hands and decided I would try my hand at making a game.Why? Well mostly because I would like to contribute something, also because I think I have a project worth making (and of course some extra income wouldn't hurt either to be honest). The first thing I realized was, I have absolutely no relevant skill or experience. Hmm; ok, never mind, we can overcome that, right?
I have spent a few months "researching",meaning looking at YouTube channels, reading articles and fora. Needless to say, I am more confused now than when I started. I also bought some courses (Blender, Unity, C#) and set out to make my ideas more concrete.
I quickly discovered, I am definitely not an artist... So I decided, though I do plan to continue learning the art side eventually, I would focus on the design and development phase first. The idea being, if it takes me a year or more solely learning stuff and taking courses without actually working on my game, I would become demoralized and the risk of quitting would increase.
So I thought I would:
1: Keep following the courses Unity and C# while starting on the actual game development as the courses and my knowledge progress.
2: Acquire some artwork to help me get a connection with the game and main character, and have something to helm keep me motivated. (I already did some contacting and realized this will not be cheap...). Also try to have the main character model so I can use it to start testing the initial character and game mechanics. For this I have my first concrete question. I already learned that outsourcing this will easily run up in the high hundreds or thousands of dollars... (lowest offer so far being 220 USD) I am therefore playing with the idea of purchasing https://assetstore.unity.com/packages/3d/animations/medieval-animations-mega-pack-12141 with the intention of then have an artist alter and/or add to the animations (it is for a Roman character so some shield animations are not going to work the same way.). This way I could start  with the basic character mechanics. Is this a good idea, waste of money,...? Any suggestions? I then have a related but separate question. Is it a good idea to buy Playmaker (or some other similar software I haven't yet heard of like RPGAIO), and using this for initial build, then changing/adding code as the need arises?
3.Get a playable initial level ready as a rough demo and then starting to look for artist for level design and character/prop creation.
...

I would really appreciate some input from more experienced people, and especially answers to my questions. Of course any advice is extremely welcome.
• By GameTop
Dirt Bike Extreme - another game made with Unity. Took about 2 months to complete.
Take part in extreme motorcycle races across the dangerous and challenging tracks. Dirt Bike Extreme is easy to pick up but hard to master. Race, jump and crash your way and other mad rivals through the amazing tracks as you master the skills and physics of motocross in this high-speed racing adventure. Conquer challenging routes on 23 different runs, discover new bikes and become the best of the best! Over 257K downloads already!
Windows Version:

Mac Version:
https://www.macstop.com/games/dirt-bike-extreme/

×