Thursday, 24 March 2016
It's finally done, the so call progression system for TDS-TK that I've been talking about so long. It turns out better than I expect it to be and I'm really exited about it.
So basically we have the perk system that is more or less resemble the one in TDTK and TBTK. You can create perks item that do various thing. For now in TDS-TK, the options are modify player stats, modify weapon or ability stats/effect, or add new weapon and ability. There is an option to do custom effect but of course that would require additional scripting effort.
Apart from the perk system, there's the leveling system. It's pretty straight-forward. Player can gain experience from various source and level up once they accumulated enough experience point. As they level up, they gain various stat bonus.
Now the beauty is, the two leveling and perk systems can be used along side each other to do all sort of wonderful stuff. A very straight-forward implementation, level up would give the player perk currency which can then be spent on a skill tree (world of warcraft system). Or the perk can be used as attributes that player choose to invest point in upon level up (diablo system). Or a more passive system where certain perk would be unlocked automatically at specific level. All these setup are demonstrated in the demo scene. In theory, they are not mutually exclusive however the default UI can only support one of them at any given time. Anyway, these are how they look like:
On top of that, there's little addition here and there to support the new system like new trigger and new collectible, save system, etc. Pretty cool if I do say so myself. If you are wondering how is the leveling system is configured, here's a screen shot of the editors.
The new update has just been submitted to the AssetStore. There's a chance that it has gone live by the time you are reading this. :)
Wednesday, 9 March 2016
Following my last week post on the new asset that I've made, and the fact that I've been putting it to good use in the latest update of TDTK, I've been working on doing the same for TBTK. Now I'm pleased to announce that the asset update on TBTK is done as well. With any luck, the new update is already up on AssetStore by the time you are reading this.
Unlike the update on TDTK, this update on TBTK actually contains more. First, if you are a long time user of TBTK, remember that it use to have collectible item before version 2.0. Well now it's back again. You can now procedurally generate (during both runtime and edit mode) or manually place collectible item on the grid. I recon it has a better application than the old system. Instead of just a simple effect that is applied on the unit, you can link a collectible item to ability which can do all sort of stuff. For instance, repair all friendly unit, damage all hostile within range. You can even have a wild card item that can trigger random abilities.
Along with the collectible system, I've also added some extra 3D model. It's not as fancy as the tank or turret. They are just a series of container/parts that are meant to replace the old freighter set. Like the old asset, they can be stacked. And they works pretty well for the most part with the new vehicles.
That's about all the major stuff I've been working on for the past few days. Hope you like what you see. Now this is done, I'm going to see what sort of progression system I can add to TDS-TK.
Tuesday, 1 March 2016
So I've teased about making a new turret and unit set in my last post. This is pretty much the follow up post. In short, it's done! Voila!
They looked gorgeous don't you think. Well, maybe it's just me but I'm extremely pleased with what I've come up with. Objectively, there can be no arguing that they are miles better than the current tank and turret set I'm using for TDTK and TBTK.
If you are wandering, they have a very low poly count and works well with Unity's dynamic batching for the most part. You can probably tell from the images that they are modular. Parts are interchangeable so you can create different units to a certain extent. The best thing is, the color are not texture dependent. You can change both the main and secondary color on the fly in Unity. You can even apply some wacky styling by applying a 'mask' texture, with result like the images below:
At this point you may think they are great and ask if there's any chance I will release them? Yes I would. Right from the start, I plan to include the set in TDTK and TBTK as a replacement to the old unit set. In fact, I've already updated TDTK to use the new unit. Hopefully it is live on AssetStore by the time you read this. I've yet to done the same to TBTK but it shouldn't be long until I do. Just need to take care of a few other updates before I commit the update.
Anyway, the set will be available as a stand alone package on AssetStore at some point (Depend on how long the review process take). I plan to add more stuff to the set yet. Feels like there are something missing, drone or transport container for instance.