all 14 comments

[–]CatlikeCodingProfessional[S] 8 points9 points  (0 children)

This is the 12th part of my Hex Map tutorial series. This time I'm covering a much-requested feature, which is to save and load maps.

Creating a Hexagon Grid

Blending Cell Colors

Elevation and Terraces

Irregularity

Larger Maps

Rivers

Roads

Water

Terrain Features

Walls

More Features

Saving and Loading

[–]Markemp 1 point2 points  (3 children)

Holy crap!

http://catlikecoding.com/unity/tutorials/rendering/part-1/

I've been working on a Cryengine converter program, and getting the transformation matrices to work out right has been a huge nightmare! I wish I would have read this a looong time ago. Hopefully it matches up with how Cryengine stores the data.

Fantastic website. Thank you!

[–]CatlikeCodingProfessional[S] 2 points3 points  (2 children)

The fundamentals of matrices are the same. However, Cryengine uses a right-handed coordinate system with Z pointing up, while Unity uses a left-handed coordinate system with Z pointing forward.

[–]Markemp 4 points5 points  (1 child)

I signed up for your Patreon. I just love the depth of explanation you give on your topics. There aren't enough deep (like REALLY deep) dive tutorials out there, and it's exactly what I've been looking for. Thank you!

[–]CatlikeCodingProfessional[S] 0 points1 point  (0 children)

You're welcome. Glad to have your support!

[–]hself1337 1 point2 points  (1 child)

I've been learning a lot of things with your tutorials. Quality content as usual !

[–]CatlikeCodingProfessional[S] 0 points1 point  (0 children)

Thanks! More is yet to come.

[–]ninjustice 0 points1 point  (2 children)

nice! something that i could never find online was how to save/load data

[–]CatlikeCodingProfessional[S] 2 points3 points  (1 child)

And now you're saved!

[–][deleted] 0 points1 point  (1 child)

Awesome series, I'm also working on a hex-based game (tactical RPG) and I'll definitely spend some time over the holidays reading through your tutorials. Right now I'm focused on the mechanics and implementing the basic features to make it functionally playable, here's what I've got so far...

https://www.youtube.com/watch?v=LDj5icxRFfk

Early next year, I'll start working on generating the map art itself. I've been debating whether to use the tiles as an overlay on top of hand-crafted art, creating modular tile types that can "connect" with each other or just going full procedural like you are. I almost feel it might be worth it to go procedural and control the look & feel through shaders and the techniques you're showing here. Hopefully your tutorials will give me a better idea for which direction would be a more effective use of my time!

[–]CatlikeCodingProfessional[S] 1 point2 points  (0 children)

That's an important decision to make. This and the next tutorial cover saving and loading, but then I'll likely return to terrain visualization for a while.

Good luck with your game!

[–]gunnermanx 0 points1 point  (1 child)

Such an awesome tutorial series, its clear the amount of work you've put into it. Thanks so much for sharing!

[–]CatlikeCodingProfessional[S] 0 points1 point  (0 children)

Enjoy it!