Friday, June 25, 2010
Saturday, June 12, 2010
Day 3: Basic movement
After remodeling some systems, it's now pretty easy to start building in the A*-Raycasting-Framework™. Each player has a specific unit (to be set at any desired time) that can start moving to any chain of points on the map, determinable by where you click your mouse. Now all that is required is let the pathfinding determine the points, and I'm set!
Friday, June 11, 2010
Interface
Mock-up Map
Unfortunately there is not much time for level design, so we decided to base the level on one of the League of Legends maps. The level we are using as a reference is the Twisted Treeline, a 3v3 map. Although the most of the pathing will be the same, there may be some variation because our units differ in size from the League of Legends heroes. There also will be no creeps in our game.
I made this mock-up map for testing purposes and is a direct copy of the Twisted Treeline map. The final map will be added later on.
Measurements
Mars
So the game is set on the planet Mars. The greater part the level will exist of a desert with red Martian dust. Boundaries will be made out of hills, rocks, space debris and scrap metal. Visual examples are the game Red Faction: Guerrilla and the films Red Planet and Total recall.
Day 2: grid
Since Unity (quite surprisingly, I must add) does not enjoy creating a bunch of grid tiles, I'll need to work out pathfinding in another manner. After a lot of searching and thinking about it, I'm going to use a slightly cheated version of pathfinding that uses raycasting (see very refined picture above).
Basically, the pathfinding system is going to cast rays that detects whether something is blocking passage up ahead. It's going to cast a bunch of rays to see what directions are good to go, and then continue raycasting from those new "safe" points until it reaches the target. Much like A*, but without a grid. Hopefully, very spiffy! :)
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