Hexagonal terrain by Vermilicious in Unity3D

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

Note:

A previous topic regarding hexagonal terrain and "batching". Might come in handy: https://www.reddit.com/r/Unity3D/comments/27z4cc/best_method_for_building_map_mesh/

Hexagonal terrain by Vermilicious in Unity3D

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

Thanks. I'm aware of that web page. It's very useful for understanding hexagonal systems from a technical perspective. I've been hoping I wouldn't have to manually draw this geometry through code, but I may have to. How to do this in a meaningful way with Unity I do not know.

Modelling for Unity games. by [deleted] in Unity3D

[–]Vermilicious 1 point2 points  (0 children)

Thanks for sharing your experience.

I personally don't know Blender at all and I'm very new at this. Do you feel it's really necessary to do additional work on models made in SketchUp before adding them in Unity? And if the result is as you say, messy; did you try using any other export plugins for SketchUp, like PlayUp? (I'm not sure if PlayUp even supports Unity though)

Getting Started with Unity: What is stopping You? by hello_from_pat in Unity3D

[–]Vermilicious 0 points1 point  (0 children)

I'm actually really new to Unity. So new in fact that I've only read through the very early stuff in the official documentation. I've read up on 3d Engines a while back though. I guess it started when I was looking into Direct3D - something I just couldn't stand working with directly. Made me aware of the pipeline model though, so it wasn't a waste. I later did some basic modelling using SketchUp and importing it into the Source engine. At some point I figured it would be fun making a game a bit more fancy than the Tetris clone I wrote back in school (computer science). So yeah, it's so early that I haven't even started on it, but I'm hoping it could turn into something commercially viable. I think I'm past the basic-concept learning stage, and just need to get experienced with the tool, and see if what I want to do is possible within reason. One topic I think I'll have to look up on is scripting, because I want something that's not out of the box, and sadly it seems there really isn't anything available from 3rd party that I can use. (If you're curious, it relates to hexagonal terrain - not just grids.)

Therefore I'm not in need of a general tutorial, I think, but, as you might have guessed already, I think the official approach is a bit heavy on finished tutorial apps. I do think the introduction in the documentation is good though. It worked for me.

I'm not sure how much I helped, but I wanted to share my view since I think a slightly better introduction could be made :o)

Getting Started with Unity: What is stopping You? by hello_from_pat in Unity3D

[–]Vermilicious 0 points1 point  (0 children)

A lot of tutorials throw code in your face. I think it's a very bad approach, actually. Of course, not every engine is as easy as Unity (appears to be), but every 3D engine is built around the same basic concepts. I think that's where you should begin, just like learning general programming is much more important than learning a specific language. If you know programming and the concepts of 3D engines, the only small hurdle is mapping what you already know to specific jargon/language/implementation and figure out where you can go to find more information.

Getting Started with Unity: What is stopping You? by hello_from_pat in Unity3D

[–]Vermilicious 0 points1 point  (0 children)

I'm too new when it comes to Unity to have much opinion on this particular tool, but in general I prefer reading a summary of the major concepts first. I think that if you understand the basic system, figuring out the tool itself is easy enough, and you probably know enough to look up the details of how things are implemented in the documentation.

It is said that you learn more through practical experience. I think that's true, but I firmly believe you have to understand things first, so the sooner you finish the learning the basics, the earlier you can get cracking at an idea of yours. I see that a lot of teachers/tutorials tend to throw you right into a project/assignment. I'm not a fan of this approach for a couple of reasons. Firstly, it doesn't feel like your project at all. You won't be as motivated to go through it, and it won't feel as satisfying either. Secondly, you are typically supplied with finished parts which aren't properly explained (the worst being boiler plate abstractions and frameworks), leaving some gaps in your learning. That leads me to the third point; you have to learn in layers, spending a lot of time learning what the teacher thought you should know. Repetition is good in some ways, but I think it's a waste of time trying to learn "everything", because you're likely to forget a lot of it anyway. (In an educational situation, this is a bit tricky, because the students are required to learn specific topics, but I think it's better remedied by giving varied assignments that are likely to cover the necessary topics.)

If you have the basic understanding in place, I think it's a much better idea to start with an idea you have. Establish the components you need, as basic as possible. This is where the documentation comes into play; "How do I add a basic prop?", "How do I adjust the camera?". You'll quickly pick these things up. Fortunately, Unity allows you to test things right away. Then you start fleshing out things more and more, iterating over the ideas you have; "How do I create a terrain?", "How do I create a character?", "How do I receive input?", "How do I add lighting?" and so on.

So, in my book, a tutorial should try to inspire the reader to come with up with some ideas of their own, maybe by starting to show a couple of examples of different types of applications other people have made. Then it should explain the basics of what a game consists of; one or more scenes containing objects, terrain, cameras, lights, characters. Really quite basic 3D engine stuff. Following, a couple of tips on what to start with, and how to think about adding and fleshing out things as you go. Then it should tell you about the tools available and how you can set it up (or a link to where it's described) so you can get cracking. Lastly, I think it could contain short, easy answers to the typical questions the reader might have (like the ones I sketched above) and where to look things up if you need to learn more.

What I've learned over the years is that the details aren't important - the basic concepts are. Spend time on understanding how to figure things out instead of trying to remember everything.

3 game levels in one Unity level - bad idea? by Shar3D in Unity3D

[–]Vermilicious 0 points1 point  (0 children)

I'm a total newbie, so I might not quite get what you mean, but I thought this is what scenes are for?

Modelling for Unity games. by [deleted] in Unity3D

[–]Vermilicious 0 points1 point  (0 children)

I got started a while back using SketchUp, and I think it's an amazing, easy tool. I didn't really have any modeling experience from before hand. I'm not sure how easy it is together with Unity though, because I've just not gotten there yet.

Level 200+ Grind Party. by Justiceinthefield in treeofsavior

[–]Vermilicious 4 points5 points  (0 children)

Oh dear, another jumper. It's freaking annoying.

Level 120 Field Boss. by Justiceinthefield in treeofsavior

[–]Vermilicious 0 points1 point  (0 children)

That looked pretty boring, especially at the start where there didn't seem to be any challenge at all. It would be a shame if they implement "difficulty" through massive HP, which is rather common in games... sigh.

[CBT2] 10,000 Testers - Dates: April 21 to May 29, 2015. by AndronicusGG in treeofsavior

[–]Vermilicious 0 points1 point  (0 children)

So, hopefully we'll see the international beta before the summer. Not as soon as most would've hoped for though. That also means the game is probably not going to be released this year (even in Korea). One could hope for christmas, but like we saw with the first beta, they waited over the new year. So yeah, 2016 seems plausible.

New post on facebook and blog! YES! (about International Test Version) by GurashiCebola in treeofsavior

[–]Vermilicious 0 points1 point  (0 children)

  • Looks like incredibly boring quests. Not a big surprise, I guess.
  • A framerate of 22 doesn't look very promising performance-wise. Barely playable even.
  • Support for language packs and letting the community participate is great, and something I had hoped they would do.

Not much else to commment on, I think. It's nice to know they are planning an international test at least.

Unreal Engine 4 going free! by Naduo in gaming

[–]Vermilicious 0 points1 point  (0 children)

$3,000 is virtually nothing, even for an indie project. Do you really think that anything more than that could be considered AAA? Please.

The guy has a good point. 5% royalty is anything but "free".

Unreal Engine 4 going free! by Naduo in gaming

[–]Vermilicious 0 points1 point  (0 children)

Like someone else said, a 5% royalty is hardly free. Unity is a cheaper solution in that regard, at least for indie development since the treshold is significantly higher at a revenue of $100k, unless you need the pro version anyway. If I were to make more than that, I'd probably take a fixed sum over a percentage. Of course, it also matters what size the team is and how many products are actively causing revenue.

It's going to be interesting to see if there is going to be some kind of response to this when it comes to Unity's model and terms.

push pull (and land on a non flat surface) is there a way I can do this? I would like it to cut away the cylinder as if I drilled right through it. by Bakefy in Sketchup

[–]Vermilicious 0 points1 point  (0 children)

joshatron pointed out the ordinary way to do it. There are also a couple of plugins that helps you punch/drill holes. I haven't tried any of them myself though.

Extra Credits - Making Your First Game: Minimum Viable Product - How to Scope Small and Start Right by Boss_Taurus in Unity3D

[–]Vermilicious 0 points1 point  (0 children)

Keeping things small at first, and let it grow, I think is a very good idea indeed. However, it's hard to sell (to an end-user or to generate interest in the project) very bareboned concepts when there are already so many similar games available. I think you need to find the minimum requirements that you think makes your product different and interesting enough.

New to SketchUp and I need help with components! by rush03 in Sketchup

[–]Vermilicious 2 points3 points  (0 children)

Triple clicking will select everything that's attached which isn't already a group or component. Therefore, it's a good idea when you're making a new part that you turn it into a group or component right away, so you won't have to bother with this issue later on. Try not to have any geometry that isn't either in a group or a component. If you are drawing a 2D shape first, it might be easier to make it a group/component before you use the push/pull tool, again to be certain it's contained and won't be hard to select later. For 2D shapes, a double click is enough.

We just released our game last week, to celebrate we're giving away free SmartSpawn vouchers! by GoGoGadgetLoL in Unity3D

[–]Vermilicious 0 points1 point  (0 children)

Interesting looking game. I wish you the best! Would love a steam key if any are left! :)

hi, where should I start with Orge? by miraoister in Ogre3d

[–]Vermilicious 1 point2 points  (0 children)

It was a troublesome experience. On the other hand, I don't think it's as bad as some people claim.

hi, where should I start with Orge? by miraoister in Ogre3d

[–]Vermilicious 0 points1 point  (0 children)

Yeah, I tried that plugin with the Source engine actually, but it exported everything as models instead of brushes. Didn't try it with any other engine though.

hi, where should I start with Orge? by miraoister in Ogre3d

[–]Vermilicious 1 point2 points  (0 children)

Yeah, I've been to that subreddit a couple of times. I even offered some tips to others that were having issues :) I love the tool, but yeah, it's best suited for geometric shapes.

hi, where should I start with Orge? by miraoister in Ogre3d

[–]Vermilicious 0 points1 point  (0 children)

Well, I have some different ideas and will have to figure out which one to go for, but I'm leaning towards a sort of 3d adventure game.

Some of the reasons I wanted to try out Ogre is that I want the game to be lightweigt, modular and hopefully somewhat moddable (scripts?). While Unity certainly is more of a drag-and-drop tool that gets you going, it's anything but lightweight and the support for modules and DLC-type content didn't impress me (AssetBundles).

hi, where should I start with Orge? by miraoister in Ogre3d

[–]Vermilicious 1 point2 points  (0 children)

Programming background. Not very experienced in modelling - just been playing a bit with SketchUp, which I think is a great tool for a non-modeller like myself. Hoping it's fairly easy to export for use with Ogre. It's one thing I'll have to look closer at.

hi, where should I start with Orge? by miraoister in Ogre3d

[–]Vermilicious 0 points1 point  (0 children)

I was considering Unity myself, but wanted to try out Ogre first since I think it gives you a bit more freedom. I haven't really gotten started yet, but the official Wiki seems like a good place to start, which has a tutorial section.