I have a draft of a write up on the architecture of the code. It covers how input affects game data and results in visual and audio output back to the player. I hope to get that up next week. In the meantime, here are some gifs I made of first drafts.
Nice work Garth - keep it coming, love the aesthetics - even with free assets from the store you’ve managed to put them together nicely and make it look like quality work.
Anticipating to see some more quality stuff on this.
Q - You said 10,000 hours of development - I’m guessing this is man hours so how many people do you have helping, considering 10 hours per day x 5 days per week x 52 weeks per year = 2600 hours.
12 hours per day x 6 days per week x 52 weeks per year = 3744 hours.
@theANMATOR2b Right now it’s just me. I do plan on 10,000 hours for myself, so we’re talking like 3 - 4 years of development. I have funds for maybe half of that so we’ll see how far I can get.
Here’s a mock up that MicroDigital did for the project. He did this in Cinema 4D. I’ve already taken some art assets and put them in the game, though I still need more work on lighting, camera effects, and props to achieve this look in Unity.
Last night also worked on this. Procedural hex tiles and animating their heights. Not for anything in the game right now, but it produced some useful code!