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Empires in Ruins

Empires in Ruins
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Our TD game, currently under construction. By taking care of details to an almost paranoid level and merging RTS, RPG and TBS elements into the traditional TD game, we aim at achieving a robust complex and interesting game with a strong engine and appealing plot.


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    • That's where the world/local business comes into play.  A character(or camera) x,y,z is always relative to their position/orientation(in unity the player's +z is it's forward direction, the +y is UP, etc...)
      But the WORLD x,y,z is set in/by the engine.  If a camera is facing the world +Z direction and turns around it's now facing the the World -Z direction.  But it's local +Z is still its forward direction.
    • Its all relative I see! So do you set that up? Like can you say 'Make them relative to my camera' and then whenever you turn around Z will always be opposite your camera? Or would Z just become -Z in the 3D world for that? 
    • It's relative, that's where the confusion comes in. 
      X could be width
      Y could be height
      Z could be depth
      But if you rotate the camera another direction.. Which one is now depth? 
      So, it's just x,y, and z.  The assignment of width,height, and depth is merely a function of perspective, never really an absolute.
      Everything is relative to something, in most games that relation is expressed in terms of the camera angle, or the alignment of the player to the terrain, or the built in settings of the engine you're using(Unity uses Z for Forward(depth) and Y for UP(height).)
      Ultimately, the computer just sees x,y,z and knows that that defines a 3D space, and you (can) move those to whatever orientation you like to work with/makes the most sense for your situation.
    • Awhh Yeee, Getting to the good stuff now!!  
      And aha I see, Is there like any official name for the Z or just 'the Z axis' ? I always call it depth but like in terms of a 3D object having Height Width and Depth, not sure what it'd be in terms of a world
    • Yup, it's the Z(you can call it depth).  3D compass.. it's the angle the player is facing on the planet surface compared to the angle of the planets N-S axis, to put it simply(the math makes sense now, but I probably couldn't figure it out on my own again either)..
      Next up(currently coding), NPCs and Shootin!!  The stuff that makes a game, a game.
      FWIW, this is my FIRST 3D project.    I thought it would be above my head too until I started playing with it.  This is what Unity does though.  It gives you the ability to start immediately and have nice results while learning the complicated bits if/as needed.
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