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Unity Heart of the Tower [Dev Thread]

Feb 19, 2020
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alright time to wrap my head around the technical game plan:

MC = shadow demon spirit thing... that wears the armor of his foes?
>check story see if mechs are viable lol for low poly 3D character rotation
3rd person character controller, smash bros like, twin stick + 2 button inputs
Combat = light/heavy, block/parry dash/dodge, auto ranged attacks for swarms/hordes/waves?

Enemy shadows soldiers (maybe additional Alien swarms?, zombie hordes?)
- enemies = 2D sprite renderers of front facing torso/head/weapon/hands/shield
- flip book for animation for torso walking
- lerp animation clips for weapon swing if weapons separate to save on memory)

Levels = 3D platforms and structural (walls doors etc), arenas and pathways of the tower

2D Goddesses, Visual Novel, Spine like animations and rigged.
- idle, face swap, 3 sex poses, speed change and climax

2D process
Draw -> Vector color -> psb limbs/parts -> ai normal map -> unity sprite rig -> animation clips -> unity lighting + my hlsl sprite renderer shader

3D process (for level structures tiles)
ref img / draw -> (easy to draw on the mesh it handles the UV's)

i think thats it, besides me wanting to remake a tile based movement system to avoid clipping and unity physics


oh yeah
- save system not sure, player prefs then java or something
- combat check = ray cast, unless tile based
- talk /interact sphere cast
- dynamic skill spell creator
- dialogue tracking
- character/npc/enemy stats system
- ux for the ui, menu flow, shop menu, inventory etc :whistle:
 
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Feb 19, 2020
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Testing a movement system
i can move 10k enemies without dots on the main thread ~50fps PC (via grid cellular automata)

25 - grid based movement.png

i want to be able to render far as well so this could work for a voxel tile based visuals, it feels like a stepping stone.
The goal is ~3k enemies and to run efficient for mobile.
Maybe for arena's there will be more focus on the enemies and walls or obstructions for distance culling allowing more enemy units.
I do want to increase render distance to see far off points of interest when platforming. A grid based voxel system might allow this and ease of level generation.
 
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