Quintilus
Engaged Member
- Aug 8, 2020
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He should have said it after first several "v3 when?" questions. That would reduce amount of such questions TREMENDOUSLY!!!!Unity instead of adobe
He should have said it after first several "v3 when?" questions. That would reduce amount of such questions TREMENDOUSLY!!!!Unity instead of adobe
youre a optimisitc oneHe should have said it after first several "v3 when?" questions. That would reduce amount of such questions TREMENDOUSLY!!!!
Good for him. An engine swap explains a lot and will probably make progress faster in the future.MD has been getting some help with the coding
I guess Unity doesn't allow for the circular box method the map had before, so it's more free-form now. I presume the random encounters will just be some sort of per pixel movement percentage trigger. That sounds like a nightmare to code and to get the frequency of events occurring right.You must be registered to see the links
This is how the new map looks, I forgot to post this along with the other stuff.
There is no reason why the circles can't be ported to Unity, but they weren't ideal. My first idea would be to use a grid of same-sized hexagons, think NEO Scavenger - simple and fully compatible with numpad controls. But you know, something about customers only asking for faster horses instead of cars. Or boats.I guess Unity doesn't allow for the circular box method the map had before, so it's more free-form now.
The game checks for an encounter every specific distance traveled (random stuff) or any time the player enters an environment (Taodal, beach cave, etc.). The behaviour should be very similar to the Flash version in that regard.I presume the random encounters will just be some sort of per pixel movement percentage trigger. That sounds like a nightmare to code and to get the frequency of events occurring right.
Does that mean you could stay on the border between environments and go back and forth to increase the encounter chance?The game checks for an encounter every specific distance traveled (random stuff) or any time the player enters an environment (Taodal, beach cave, etc.).
That's all I know, no further details. I'll pass this to MD though, just in case something like this does exist in the port.Does that mean you could stay on the border between environments and go back and forth to increase the encounter chance?
Sounds fishy...Also if you guys didn't know it yet, fishing is going to be a thing in V3.
Not sure if I should laugh at that or reach through the screen and slap you.Sounds fishy...
SlapaughNot sure if I should laugh at that or reach through the screen and slap you.
Let's just hope there's no hooks involved, nasty visuals ahead otherviseDon't forget that moving around on water seems to be possible.
Also if you guys didn't know it yet, fishing is going to be a thing in V3.
I thought that was just the monthly Patreon artwork and it had nothing to do with the game?Glad to see you, draco, but...
"loosely related to the game"
So... technically, they even may not become a part of the game? Contrary to what some people say here - "art from streams WILL be part of the game, so there are updates".
I'm not even complaining anymore. You could at least tell us what you are working with right now or what will be in the update. The world will not fall apart if you do so.
These "I'm working" are simply frustrating, that's all...
Nah, stream art usually consists of md touching up a area on the TU setting's overworld map, plus a rudimentary environment (that'll be touched up before it goes in the game proper) from the location, and then drawing some conceptual creatures/ characters related to it. Not counting the memes or quick sketches he does aside.I thought that was just the monthly Patreon artwork and it had nothing to do with the game?