As an experiment, I made this update in a new (To me) format; Video. It was a bit of an odd experience talking to the monitor, but I think commentaries make it way easier to communicate what’s happening on the screen (despite my English), rather than annoying text pop-ups.
Well, I hope you’ll find it interesting, enjoy
В качестве эксперимента этот апдейт я решил сделать в новом для себя формате – это видео. Было странно говорить с монитором, но, на мой взгляд, видео с комментариями гораздо лучше передает суть, нежели выскакивающий текст.
I spent this week preparing materials for our Greenlight page. It’s live now and I’m super excited and worried at the same time.
For the past six months, since our Kickstarter campaign finished unsuccessfully , the project has changed and evolved dramatically in something different from our original vision. We had to drop some of the features out, redesign the others, shrank the scope, but on the other hand we’ve made good progress and like the corse we took.
I would appreciate very much, if you could spare a moment of your time and have a look at our work
Unity has it’s own waypoint manager , it’s quite good but simple. In two words a waypoint system needs to make enemies or NPCs navigate themselves in the world.
After some tests it became apparent that it’s not going to work with our system of buildings: multiple storeys, randomly generated obstacles and furniture turn it into a big, annoying headache. But… Unity wouldn’t be Unity without its great community.
We began searching for a solution among existing add-ons, but again, none of them could do exactly what we wanted. Automaticly generated paths were a mess, enemies could walk through walls, but struggled with stairs, stuck in doorways and so on.
We didn’t have many options, either make the buildings simpler, by putting aside all that cool stuff we have planned and worked on, or come up with our own path system. Apparently we didn’t want to dump all that work we already did, so we took the second option – own system.
Based on an add-on we had bought previously, we created a waypoint system, where you can literally “paint” and “erase’ in realtime grids (areas) where enemies should walk, and omit some spots where they shouldn’t.
Just want to share a few screenshots that I took from today’s build.
Campfires have been implemented and work properly, however , because crafting doesn’t exist right now, you don’t need any resources to make one, but later it will require wood, paper and matches. We also plan to add some more ways of getting warm.