Ok, I got
a major milestone out of the way I think. So far I have:
- Building Panel working
- Buildings in the game scene
- Backdrop with a particle system (basic but looks neat)
So I’m 6
hours in and I can now select a building from a menu and it’ll be built in the
area I specify. In the screenshot, the red/green/blue and yellow boxes are
placeholders for building icons. I select one of these bad boys and the
corresponding building will be built in the desired location.
Realism
is not my friend since I can’t art very good. And my pixel art skills are
terrible so I can’t do that either. I’m hoping that by following a Neon-like
art style I’ll be able to hide most of my artistic failings. I’m thinking
something similar to Hotline Miamis art style. A gamble I guess but I hope
it’ll pay off.
I’d like
to declare here that I made use of Alex’s space skybox tool to create my stars
quickly (available here
http://alexcpeterson.com/spacescape).
- Improvement ideas -
I’m not happy about how I build buildings currently. My code instantiates a new building in the same vector as empty building slot I want to use. This empty building slot is a building initself. Meaning that I destroy the building (emptyroom) and then initiate the desired building in its place. This seems pretty memory intensive to me, but for now it’ll work. The one good thing about this is I can overwrite any building I want now, visually atleast. Regardless of which type of building it is or where I placed it. Example of my current code for placing a new building:
public void spawnBuilding(){
Destroy(killObject); //kill the current gameobject that I get from the buildings class of the building I clicked on
switch (BuildingSelect) { //BuildingSelect is a unique ID
case 1: Instantiate(Building1, tempVec, transform.rotation);
break;
case 2: Instantiate(Building2, tempVec, transform.rotation);
break;
case 3: Instantiate(Building3, tempVec, transform.rotation);
break;
default: Instantiate(Building0, tempVec, transform.rotation);
break;
}
}
Back to it!
Hobo
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