Note: This project has not been updated to support recent Unity3D versions. YMMV
- Improve knowledge of Unity and its toolset(s)
- Sharpen C# and game dev coding knowledge
- Learn best practices or various ways to optimize for 2D tile-based games.
- Test ideas outside the box (tile selection with heights, 3D primitives for 2D game, etc)
- Learn to use Unity's various design patterns (entity-component, event + message passing, coroutines, etc)
- Learn what doesn't work well for small/large/streaming/iso/hex tilemaps and data structures in Unity
- For now to collect all thoughts on Game Dev (mainly with Unity atm), to separate out later into specific examples/tutorials
Various example code and research for working with orthogonal, isometric, hexagonal tilemaps. Some of the ideas currently in the Unity-Isometric example were developed based on the Voxel rendering in Unity tutorial series: http://studentgamedev.blogspot.com/p/unity3d-c-voxel-and-procedural-mesh.html
(Note: unfinished, ideas currently in comments will be fleshed out into tutorials or posts.)
Don't Write too Much that has already been written better elsewhere. For example: http://www.redblobgames.com/. Focus on "2D" selection of tiles in a map with height. Maps with ability to move underneath tiles (multiple ground tiles at the same coord) allowing for bridges and other effects or map functionality.
- Chunk size should be >= mapZ, zOrdering/positioning is off otherwise (didn't notice, always testing with 1 chunk in map's data z-axis)
- Entity is trying to moving on diamond isometric, but map is in staggered format
- Refactor the chunking code to actually be suitable for tilemap game, right now it's mostly a test case for efficient instantiation and rendering
- Comment TODOs, move any necessary here if action cannot be taken effectively
- Look into various components on Asset Store for doing any or all tasks of any example.
- Test different approaches regarding code-only, unity-editor-only, and hybrid
- Test using unity's Sprite systems, and without.
- Test using cocos2d-js both WebGL and Canvas renderers
- Test performance of map sizes, chunk sizes, and chunk layout
- Discuss options for hit testing both using physics, colliders, and raycasts, as well as using general algorithms and pure math instead whether by choice or necessity.
- Discuss rendering options regarding Meshes vs GameObjects/Sprites, pros/cons, gotchas
- Discuss making generic map interface that can have plugin concrete classes for any time whether orthogonal, isometrcic, diametric, nav mesh behaving as grid, etc
- Look into whether nav mesh discussion makes sense in this context. It's much better suited for games architected in 3D, even if the camera perspective is 2D or fixed.
- http://www.wyrmtale.com/products/unity3d-components/orthello-pro
- http://karnakgames.com/wp/unity-tiled-tilemaps/
- https://www.assetstore.unity3d.com/en/#!/content/17260/
- http://www.seanba.com/introtiled2unity.html
- https://bitbucket.org/PolCPP/unitmx/overview
- http://www.seanba.com/Tiled2Unity
- http://www.seanba.com/mega-man-in-unity.html
- http://www.seanba.com/megadadadventures.html
- http://www.seanba.com/tiled2unity-edge-collider-support-in-tiled-layers.html
- http://www.seanba.com/controlling-tiled2unity-scale.html
Multiple input schemes:
- click to move (RTS),
- move toward touch (Mobile)
- key/gamecontroller direct movement (Platformers, Final Fantasy)
- http://opengameart.org/sites/default/files/goblin_shaman.png
- http://www.lostgarden.com/2007/05/dancs-miraculously-flexible-game.html
- http://opengameart.org/content/isometric-tiles-cubes
- http://www.lostgarden.com/search/label/free%20game%20graphics
- http://www.pioneervalleygames.com/free-resources.html
Game Development Code Patterns
Unity Execution
Iso Tile Picking
Isometric "2D" rendering using actual 3D cubes
- mapping top,front-left,front-right faces with correct UV coordinates
- http://www.gamedev.net/topic/629496-dynamic-objects-in-isometric-map-drawing-algorythms/
Hex
Behavior
Pathfinding, Following, Steering, etc
- Open Steer
- AStarPathfinder Aron ?Garber?
- Unity's Nav Mesh system
Mini Maps Examples
- http://learningsc2.com/wp-content/uploads/2011/06/Minimap-300x275.jpg
- http://www.wsgf.org/f/u/imagecache/node-gallery-display/contrib/dr/119/ingame_16x9.jpg
- http://cdn3.raywenderlich.com/wp-content/uploads/2013/02/tilegame_minimap.png
- http://www.sfml-dev.org/tutorials/2.0/images/graphics-view-minimap.png
Visibility Culling for Minecraft Caves
Shaders