This summer I decided to start learning to work with Unity3D.
Therefor I wanted to start a project to motivate me.
Now I’m making a turn based strategy/fighting game.
I’m in the middle of building a website for my unity3D Projects, so more will eventually be found there.
I also just finished my movement script which determines which steps can be made.
Please check it out here
UPDATE 23-9-2010
Made a quick 3D model of an Sample RowBot.
I’m also working on a custom character-customization. Hope to be able to show it soon.
Thank you for your comment!
No, the button isn’t necessary and will be deleted over time. I implanted this just to test the movement.
Things will change:
The player has an amount of steps he can make in one turn(determent by the players customization). If the player has made all his steps and used a skill, his turn is over, and the next player can make his moves.
The sample you saw had a limit of 2 steps, so after the 2 steps the player should not be able to move anymore, he can now use a skill to attack another player or skip his turn.
PS: I know there isn’t much to see yet and I hope I can show more very soon to give you more of an idea about how the game is going to be.
I will be working on a bigger map soon with different kind of tiles(tiles that will block movement).I am working on a jump movement so some places can only be reached by jumping(This will automatically be done by the game.
There will be 4 type’s of tiles:
Clear: players can move here and shoot pass this.
Obstacle: Players can not shoot pass them but if they have enough “jump” they can jump over them.
Gap: Players can jump over them and they can shoot pass them.
Block: Players can’t shoot pass them, they can’t jump over them, and you can’t move here.
I added some new code to my project.
I added smooth movement like most of you suggested.(I’m not completely satisfied with it yet but I will tweak it soon.)
Also I added in a step limit so the game will calculate how many steps there are left for the player to take within his turn.
(You can reset it by the button for testing purposes.)
More to find on my website: www.stephan-veenstra.nl/games/rowbots.html
So that’s what I’ll be working on first.
Maybe after that that I will work on some visualization of the tiles and character to make it look more interesting to the eye.
Could you explain your method of implementing the hexagonal grid? Are there any angular checks to determine the selected grid or is it based on object information of individual hex models?
It’s not really a grid.
I gave my tile Prefabs a script in which I can determine there position.
I made a boxcollider that has the size of the tiles.
That boxcollider gives the information to the script that I need to determine their placement:
var TileX : float;
var TileZ : float;
function Start () {
finalZ = TileX0.5+TileZ;
var mySpacerSize : BoxCollider = gameObject.Find(“GameControl”).GetComponent(BoxCollider);
transform.position.x = (mySpacerSize.size.x/43TileX);
transform.position.z = (mySpacerSize.size.zfinalZ);
transform.position.y = 0;
}
The left and right (X axis) displacement is 3/4 of the tile length.(simple math calculations)
FinalZ moves the tile up half it’s size or else they would spawn into each other.
This creates a new sort of axis. Z still being Z and X being X + a little bit of Z.
I’ve created a quick character for my game: “RowBots”.
Just to give you an idea what the player will be working with.
It’s been a while since my last update, but that’s because I’m trying to figure out the best way for me to make a character customization.
I need this because the player is getting the possibility to customize his RowBot with new parts which he can earn trough battle.
I have thought up an idea, I just have to work it out soon.
Hope to post it in the near future with also a better sample character.
Please leave a comment and or suggestion, thank you.