I recently started a blog about my (mis)adventures creating an indie video game with Unity, and today I posted a small demo of the work I’ve done so far on my targeting and battle system.
As I mention in the post, it really isn’t much to look at, but I thought I would share it anyway (hoping some friendly folks will bookmark my blog 8) ).
I used a projector to create the targeting circle on the ground below the target (though I need to make it more visible), and I was really pleased with myself when I figured out how to get the little guys to highlight when you roll over them (it required realizing that character controllers don’t register raycasts and then adding an additional capsule collider to my character prefab).
For a little bit of fireworks, run up to the red guy, target him and press “2” to do a super attack.
I only picked up Unity 6 weeks ago, and I’ve been amazed at my progress so far (with the programming, not the visuals…).
nice work so far - after dispatching the other dude i noticed i could target myself so i tried a bit of seppuku - the sparks would fly but alas no honorable death!
I’ve definitely been surprised by my progress. With Torque I would often investigate something I wanted to do and find out the only answer was “you can do it if you change the source code.” Not being a “real” programmer, this wasn’t much of an answer, so it got old. Unity’s approach is much more flexible and accessible for people more comfortable with scripting languages than C++.
I’m actually in Apex, so I’d love to meet up if you get something together. I don’t know anybody in person who uses Unity, so it would be nice to compare notes.