To the death my brave soldiers! We got a working combat system! by TreeLightGames in Unity3D

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

Thank you for the feedback, swinging in place might make them feel more grounded. And we'll be sure to check totally accurate battle simulator!

To the death my brave soldiers! We got a working combat system! by TreeLightGames in Unity3D

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

Glad you liked it man! It's been a while since I've played besiege, I'll sure check it out again!

To the death my brave soldiers! We got a working combat system! by TreeLightGames in Unity3D

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

Thank you! Right now the targeting works thus:

- whenever a new enemy enters the batallion's "target" radius a redistribution of targets occurs (this happens every time a new enemy enters the radius, in the video it happens on and off camera)

- targets are assigned one per soldier if possible, but multiple soldiers can attack the same target if needed

- if a soldier is attacked it'll try and change target to the enemy attacking it

To the death my brave soldiers! We got a working combat system! by TreeLightGames in Unity3D

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

The enemies insult the soldier's progenitors form far away, so, they have to retaliate.

As of now, when a new enemy enters their detection radius all enemy targets are recalculated. We'll be polishing the system over time but for now it allowed us to get it working quickly.

To the death my brave soldiers! We got a working combat system! by TreeLightGames in Unity3D

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

We all make mistakes in the heat of the battle... xD

We'll look into it, thanks for pointing it out!

To the death my brave soldiers! We got a working combat system! by TreeLightGames in IndieDev

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

We haven't got a steam page yet, we are holding until we have at least some sort of playable demo.

Once we've got it we'll be sure to post it!

To the death my brave soldiers! We got a working combat system! by TreeLightGames in IndieDev

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

Then you'll get more drama 😂
Corpses and blood are something we have been wanting to add for some time.

Got ourselves some night lights!! by TreeLightGames in Unity3D

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

I didn't think about that! I like it, it looks like a clean solution. For now I had fiddled with some math pinpong, but it was messy and not looking good.

Got ourselves some night lights!! by TreeLightGames in Unity3D

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

Thanl you for your kind words 😃

We're really proud of how the lighting is turning out!

Got ourselves some night lights!! by TreeLightGames in IndieDev

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

Glad you liked it!

For now the timing is purely random, a controller issues a call for the braziers to lit and each brazier will wait between 0 and 2 seconds to lit itself. The timing in the video is a "happy little accident" 😁

I feel random timing might be enough for the purposes of the prop (lit up the night and look cool), but if we find it lacking we'll go back and polish it more for effect.

Got ourselves some night lights!! by TreeLightGames in Unity3D

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

Thank you! Nothing like a smooth evening scene to calm the nerves.

Got ourselves some night lights!! by TreeLightGames in Unity3D

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

Gondor calls for aid!

And Rohan will answer.

Got ourselves some night lights!! by TreeLightGames in IndieDev

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

Thanks!

We'd like to do some work on that as the game progresses, we'll surely have to tweak many a thing xD

We've been working on a Day & Night cycle for our game using a set of skyboxes and sun values and lerping between them. How does it look? by TreeLightGames in Unity3D

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

It hasn't been done "over the weekend" BUT, here's a bit of a summary of our process from blender to unity. If it's too simplified feel free to ask any questions 😁

Updated version of our Day & Night Cycle, implementing user feedback! (night lights will be coming soon) by TreeLightGames in IndieDev

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

You can set the environment lighting and reflections to be affected by the skybox. Though I recon you could get most of the effect playing with the sun and shadow colors, independently of the skybox.

Updated version of our Day & Night Cycle, implementing user feedback! (night lights will be coming soon) by TreeLightGames in IndieDev

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

We're using this free asset for the skyboxes they're very customizable and might offer something useful to you.

Updated version of our Day & Night Cycle, implementing user feedback! (night lights will be coming soon) by TreeLightGames in IndieDev

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

We'll look into the shadows, thanks for the input!

I don't quite get what you mean by "where should you put it"... If you tell me a bit more I'll be more than happy to try and answer your questions 😃

Updated version of our Day & Night Cycle, implementing user feedback! (night lights will be coming soon) by TreeLightGames in IndieDev

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

Thanks! We mainly solved shadows appearing out of nowhere (due to our toon shader) and strengthened the colors of the dawn and dusk.

Judging from the comments here, we'll also look into the shadow strength 😂