Thanks.
oscillate - yes they have idle animations.
Is that the view we would see if we were playing a game? - no
units all fit comfortably into one square. - working on making it work with as big of tiles as possible to fit on the screen so the dragon can be larger than smaller units for example.
Changing the color of the game board - there is no game board in that video. I'll explain this below.
making the board and units as non-cluttered as possible is important - awesome feedback I'm going to experiment with gaps between tiles now
There is no game board. Like 0 gameboard. There is a grid (I can make it either Hex or Square tiles). This grid has individual tiles. Each tile can have it's own qualities (like for example people suggested things like tile types like a tile marked hill gives a bonus to range attacks, or sand is -1 movement through, stuff like that or you need to have a flight like ability to move through or whatever). The majority (currently all) tiles are marked as default. Then there is another grid with where the user can spawn units at the beginning of the game (like Settings in TAO). This grid is the same grid and tiles, just a more limit grouping of them for where to spawn. Where's the gameboard though? Below the grid lays a terrain (the video I posted earlier of the open world is simply a terrain with objects [and a first person controller to explore it]. The terrain there can fit under the grid (like a portion of the terrain not the entire huge thing). This would create environments and those environments was what I've been asking the community for for a while (what the world should look like so I don't have to make an entire world and game and then redo it all after the fact because later people see and and think "oh we can have something like that, I want it to be like____" because then I have to redo it all [I'm like 99% sure this is going to happen and why I'm frustrated at this point]).
It looks pretty cool. One huge thing I'm held up on at the moment is rotating and blocking. I haven't looked into that part yet and that's a huge part of TAO. I'm not sure how it is done [I've figured out attack from front = X damage and attack from side = Y damage using degrees, but I'm not sure how it's implemented especially without rotating].
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