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Another week of development has passed and more work is being done on this project. Here’s what I managed to achieve this week.
I got a logo for my game! With help from one of the staff members at Campus Gotland, Lina Tonegran, I finally got myself a logo for this game. I gave some ideas of what I wanted, she gave my some sketches and eventually we landed on the final logo of the game.
Once again, thank you so much Lina.
Get the input, grid and movement system to work After much sweat, I finally managed to implement the input, grid and movement systems inside the game. This was achieved by looking into the code for the scripting package Tile Based Map and Nav (Which is the base that I’ve been working from) and try to adopt the included code so that it could fit my game. It took some time to get right and it also took some time to debug it all, but I finally manged to make the core system of my game to work.
Some fixes still remains to be done on this front though, but most of it is now ready for further development.
Design decision: Max 3 units from one player can occupy a tile at any given time I mainly based my decision on 2 big reasons. The first one is because of how Tile Based Map and Nav is working internally. Each tile in the game is assigned certain values for it’s tile type. For example, it could be a land tile, an water tile or both at the same given time (For example, in an harbor). This makes it tricky (but not impossible) to make a general code that can handle a big amount of units on each tile at any given time.
The other reasons is that it would be to tricky to manage squares that has to many units on them at any given time. I noticed this when I was playing Europa Univeralis 4 a while back (that has a similar systems to those I want to have in my game), and I noticed it was hard to proper manage provinces that had multiple units on them at the same time. This is not a major problem in EU4, as you can pause and unpause the time in that game. However, my game is a real-time so unlimited unites per square isn’t going to work all that well
Because of this, I decided that on each given tile, there can only be three units from each player at a single given time.
Implementing simple 3D-models Even though I’m currently only using placeholder units from the grid system that I bought at the Unity Asset Store, I’ve managed to implement 3D-models into my game. It’s just placeholder models for now, but it’s enough for the development of the game for now. I’m not an artist, and my priority right now is to make the gameplay function properly.
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