First Unity Project! RowBots(UPDATE)

Hi there!,

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 :smile:

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.

looks good so far. i liked this movement in fallout 1-2 :slight_smile:
but, is that movement activate button necessary?

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.

Nice to see you posted your work in progress! Can’t wait to see your more of the prototype.

That’s very cool, for your first attempt, and for it being a different type of movement than you’d normally find.

Might I suggest using the iTween plugin to move the cylinder smoothly to the new position?

This. Looks good so far. Would look better with smooooooth movement. :slight_smile:

Thanks for the great comments!,

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:

  1. Clear: players can move here and shoot pass this.
  2. Obstacle: Players can not shoot pass them but if they have enough “jump” they can jump over them.
  3. Gap: Players can jump over them and they can shoot pass them.
  4. Block: Players can’t shoot pass them, they can’t jump over them, and you can’t move here.

Hope to post a new prototype soon!

Hi forum friends,

I made a sample of a player to give you more of an idea of how the game is going to look like.

You can check it out here.http://www.stephan-veenstra.nl/games/rowbots.html

Thanks for watching!

Hi Forum friends,

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

Thanks,

-Stephan

Hey there,

Just letting you know I added a bunch of new stuff to my gameplay test.
Please check it out here:
http://www.stephan-veenstra.nl/games/rowbots.html

Thank you!

Making huge leaps Stephan! It’s amazing to see how much progress you are making!

Thank you so kindly.

To do list:

  • Integrate an attack system.
  • Add targets to the level to test this.

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.

Thank you,

-Stephan

Hi forum!,

A new update of my work!
I integrated an attack system as I said in my last post.
Please check it out, and leave a comment or suggestion.

More info about this project can be found here too.
www.stephan-veenstra.nl/games/rowbots.html

Thank you,

-Stephan

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?

Hi inhuman,

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/4
3TileX);
transform.position.z = (mySpacerSize.size.z
finalZ);
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.

Hope this helps you enough.

greetings,

-Stephan

383354--13230--$tileplacement_492.jpg

Hi there!,

Thank you for watching my topic.
A new update is here.
I made a few changes and fixed my attack bug.

Please check it out on my website:
http://www.stephan-veenstra.nl/games/rowbots.html

I changed the level with more obviouse looking tiles.
Example: the obstacle-tile isn’t just an orange colored tile anymore but really a blockade.

You can “jump” over obstacles(orange colored), but I haven’t made a jump-animation yet, so you will go trough it.

Thank you for taking interrest into my project,
I’d love to receive idea’s/suggestions/comments about my project.

Thank you!,

-Stephan

Hey guys!,

Pease be so kind to check out my updated version of “RowBots” on my new website “www.cliffrunner-games.com/rowbots.html

Comments, advices and suggestions are welcome!

Thank you,

-Stephan

Hi all,

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.

-Stephan

392162--13467--$rowbots_logo_124.png

This looks amazing! I hope you are still working on this game. But how do you calculate how far the player can go? Are you using raycasts?