Tuesday, February 26, 2019

Real Time Strategy - Experiments & Prototypes

After my unsuccessful funding application for Broken Signal, I wanted to try a fresh set of challenges and learning.  

I wanted to learn to make better looking Unity scenes, using their Terrain system, but without having to painstakingly craft everything by hand.

I spent quite some time learning as much as I could about the Unity terrain system, grass and details, splat textures, etc.  (This is an ongoing process!)

For this terrain, I was just getting started experimenting with things like:

  • Loading in heightmap data from a "height data texture".
  • Applying splat maps (textures), grasses and trees based on height and slope information.  
(It doesn't look that great here, but I've since taken that a lot further!)

I then worked on having characters be able to move around and respond to player-commands and such.  




I'm trying to get a broader and deeper understanding of more programming concepts, and this little RTS project taught me some new things.

This video just shows the basics of being able to select units, and tell them to move or attack.

Enemy units then attack back in response, targeting the person who attacked them.

I've since experimented further with IK systems for the units to look at their target, and have their feet align to the normals of the terrain.

And I've also made it so the enemies have perception, and if they sense you approaching, they'll target your units and attack on their own.

I want to experiment with this further, along with my terrain generation project, to experiment with more of a living medieval fantasy environment, where units can go about their daily business, and respond dynamically to changes in the environment, such as buildings being built or destroyed, and altering their behaviours based on their needs and the changes in the world.


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