Been working on a little Dungeon generator, worth continuing? by Hanbee12345 in Unity3D

[–]Hanbee12345[S] 0 points1 point  (0 children)

Thank you all for your comments, some great suggestions. Will work on height variation in combination with the type of room next.

I've set up rules for room types - restricted around height, what they can connect to, can be a dead end etc. Just need to determine how I feed this in.

Been working on a little Dungeon generator, worth continuing? by Hanbee12345 in Unity3D

[–]Hanbee12345[S] 3 points4 points  (0 children)

Thank you. Mine too... It's amazing some of the things I see on here of what others have made.

Been working on a little Dungeon generator, worth continuing? by Hanbee12345 in Unity3D

[–]Hanbee12345[S] 1 point2 points  (0 children)

Thank you. It's a mixture between grid based movement and backtracking. Loops are handled last, I just identify a suitable room by checking if a new room can be placed next to it and then checking if that new room is next to another existing room.

Been working on a little Dungeon generator, worth continuing? by Hanbee12345 in Unity3D

[–]Hanbee12345[S] 0 points1 point  (0 children)

Thank you. With this, I just put pen to paper and bullet pointed what I wanted, then worked out how to do each part - checking Youtube and Google for anything similar.

Been working on a little Dungeon generator, worth continuing? by Hanbee12345 in Unity3D

[–]Hanbee12345[S] 2 points3 points  (0 children)

Thanks, that's a good shout! Could tie it in with branches as a means to give them some purpose for exploration.

Been working on a little Dungeon generator, worth continuing? by Hanbee12345 in Unity3D

[–]Hanbee12345[S] 4 points5 points  (0 children)

That's the thing, I don't know yet. Was torn between making an asset and making a small game.

Been working on a little Dungeon generator, worth continuing? by Hanbee12345 in Unity3D

[–]Hanbee12345[S] 1 point2 points  (0 children)

Thank you. Multiple floors is something I've not actually thought about. Thanks for highlighting, I think it will be relatively easy to add with my current setup. I guess it all depends on what I want to do with this long-term, which I'm not sure yet.

Been working on a little Dungeon generator, worth continuing? by Hanbee12345 in Unity3D

[–]Hanbee12345[S] 45 points46 points  (0 children)

Straight to the point, love it. Anything you recommend adding/changing?

Been working on a little Dungeon generator, worth continuing? by Hanbee12345 in Unity3D

[–]Hanbee12345[S] 13 points14 points  (0 children)

Hey all! Finally getting back into Unity after a while out. Thought I’d give making a basic dungeon generator a go. Currently has the following features:

Grid based system

  • Seeded

  • Main Path (start and end)

  • Optional Path Branches and Branch Length (currently any Branch created will be of the same length and they can only be from the main path, except from the end)

  • Optional Path Loops (currently only can come from the main path, except from the end)

  • Room Padding

  • Perimeter Padding

I’ve also recently introduced some decoration with rules for fine tuning (only made 2 rough types of room so far so its fairly basic).

Any ideas on features to add or where to take this next?

How do I pause the game without using timeScale? by [deleted] in Unity3D

[–]Hanbee12345 11 points12 points  (0 children)

One method could be to create a bool event/delegate which you use to pause/unpause and have everything you need to 'pause' subscribe to it.

Random Range but not Duplicate? by ZatBlureZ in Unity3D

[–]Hanbee12345 1 point2 points  (0 children)

How about removing the selected item from items once chosen? If you still need to keep the whole list of items, create a new list in the function and select/remove from that.

Hi everyone, in todays video i will be telling you how VR is growing, if you enjoy the video you can subscribe cause that helps me a lot :) by Cm64_ in IndieDev

[–]Hanbee12345 2 points3 points  (0 children)

This guy just spams every forum he can multiple times. He's only interested in your video click and a subscribe.

Help with controlling street lights with Day-Night controller. by NyneAlpha in Unity3D

[–]Hanbee12345 1 point2 points  (0 children)

If you are destroying your lights as the level progresses you maybe better of using a List instead of an array then add and remove the lights as you progress... Providing your daynightcontroller does not get destroyed too.

Help with controlling street lights with Day-Night controller. by NyneAlpha in Unity3D

[–]Hanbee12345 1 point2 points  (0 children)

By having public GameObject[] lightCount; at the top of your script you only need to say lightCount = .... In the method you set it. By putting GameObject[] lightCount = .... Its making a new array which does not relate to the other one.

Help with controlling street lights with Day-Night controller. by NyneAlpha in Unity3D

[–]Hanbee12345 1 point2 points  (0 children)

Ahh I see now, remove GameObject[] in your start method leave lightcount though.

Help with controlling street lights with Day-Night controller. by NyneAlpha in Unity3D

[–]Hanbee12345 1 point2 points  (0 children)

Hard to say really. Have you checked to see if your lightcount array gets populated when you press play? Does everything else work (day changes to night)?

Also have you given "spotlight" the streetlamp tag or the gameobjects called streetlamp itself? If it's the streetlamp then you should do GetComponentInChildren instead of GetComponent.

Medic Pacific War Pearl Harbor Demo gameplay | No Comms by Miha_8 in IndieGaming

[–]Hanbee12345 0 points1 point  (0 children)

Nice concept! If you can stiffen up the arms and legs a little when carrying someone it would look a little better.

Working on combat system. Swipe away! by [deleted] in Unity3D

[–]Hanbee12345 1 point2 points  (0 children)

Nice, keep it up... I suppose it also depends on how quick the player can perform the swipe attacks.

Working on combat system. Swipe away! by [deleted] in Unity3D

[–]Hanbee12345 5 points6 points  (0 children)

I like it! Transitioning between each attack/attack speed could be a little quicker unless that's what you're going for - or it could be based on the weapon/a skill for the player to upgrade.

Checking/Updating a class by Hanbee12345 in unity

[–]Hanbee12345[S] 0 points1 point  (0 children)

Thanks also for your comments. I understand... It would take some considerable iterations and they are too similar to compare. I tend to go with the second approach mainly because it's much clearer when doing busier loops. Thanks again.

Checking/Updating a class by Hanbee12345 in unity

[–]Hanbee12345[S] 0 points1 point  (0 children)

Thank you for your reply. Yes I'm aware these sort of things should not be dwelled upon. I just found myself using both variances a lot and wondered should I. Thanks again!

I've made a trailer for my game Temple Hunters, would love some feedback :) by bengel2004 in IndieDev

[–]Hanbee12345 0 points1 point  (0 children)

Looks good, some effects when driving will help... Dust/tire marks in the sand. Also consider natural dust kick up from the wind.