One issue I had early on, is pathing and scale.
If I went a popular way of doing things, one could simply step up blocks. However this would mean the critters would need to be about the same size or bigger than the hexagons. This creates pathing issues. I also didn't want this because I want Strange Orbitz to be more of a tactical game, players to really have a sense of place and for the cliffs to form barriers. I also need to limit the depth of hexagons. The issue here is that they grow larger as you go further out of the centre. I wrote a program that creates the fbx meshes for each tile. There are literally hundreds of permutations because each hexagon is not the same in terms of symmetry. I created enough to make sure they look right and blend in ok. If any one is actually reading this, once my grey box game is mostly there, I'm planing on bring in an artist to create textures and models. One of my next tasks is to create the dynamic nav meshes. I have my hex based nav working ok, but nav mesh is a critical step up. With ramps this will become easier because the convex areas will hopefully become larger. I am doing most of the work in a separate thread. I'm planing of doing the nav mesh in yet another thread.
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One Liner...Strange Orbitz is a voxel, multiplayer, building rpg set in a space environment. Archives
June 2017
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