Unity version Status - ALMOST DONE

Stratego (dev)
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Re: Unity version

Post by Stratego (dev) »

again a bigger progress with blue

- unit can attack, by melee, and ranged (projectiles are not rotated yet though)
- damaged units show HP change, and they can die properly
MaharajaInfernape
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Re: Unity version

Post by MaharajaInfernape »

I may sound foolish but can anyone explain me what is the "Unity Version" and why is it better?
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godOfKings
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Re: Unity version

Post by godOfKings »

Stratego (dev) wrote: Sat Apr 03, 2021 7:53 pm i was palying with the idea of making the game in Unity engine, advantages can be
- multliple platform ability (iOS, Windows and so on)
- better controls (zoom, pan, button clicks and so on features)
- less crash (many is because of the current image rendering library)
- hopefully faster loadup, and faster AI turn
- better multiplayer management
- better online multiplayer (when u see other player's move)
- rotate phone option
- possibility to 3D things in game (eg. particles, like smoke effects - anything)
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
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Re: Unity version

Post by Stratego (dev) »

yesterday:
- workers can build (currently a fixed tower) and mend for construction to be ready, also mending damaged strutures
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Re: Unity version

Post by Stratego (dev) »

Ui:
- Little ui exparimentations with buttons, the normal game buttons/sprites/texts are in, except ability buttons - no functionality yet under them
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Re: Unity version

Post by Stratego (dev) »

i am getting very angry to this unity thing...
- there is no ANY built in dialog handling, nothing, ew need to build it manually - or get one ready but all have weakensses... at last i u sed "ModalUI"
- there is not ANY mouse even consuming handling - wtf? i need to handle manually a click on all objects beneath not to execute the event (so i can not consume on top level item) ... wtf??

also progress:
- Started UI interaction eg. delete unit, the confirmation dialog (not yet skinned) is in - but clicking problems...
Stratego (dev)
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Re: Unity version

Post by Stratego (dev) »

- i converted 80% of effects handling - not tested though
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Re: Unity version

Post by Stratego (dev) »

ok for now the unit effect icon is shown (eg burning building, also little star is shown when multiple burns are there)
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Re: Unity version Status

Post by Stratego (dev) »

After struggling of positioning things - Ability buttons appear for units (eg. priest) - not yet working buttons though.
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Re: Unity version Status

Post by Stratego (dev) »

bottom-left unit info panel textual parts are ready (without effect icons and the new power icons)
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Re: Unity version Status

Post by Stratego (dev) »

texts english and translated ones, are now loaded and handled in game.
however language selection is not yet working.
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Re: Unity version Status

Post by Stratego (dev) »

Menu:
- First graphical version of MAP LIST view ready (showing maps in eg. a campaign)
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Re: Unity version Status

Post by Stratego (dev) »

new:
- First graphical (however visually shitty yet) version of CAMPAIGN LIST view ready (showing selectable campaigns - for now, first 5 only will need scrolling maybe?), clicking on a campaign opens MAP LIST - here i wait ideas on this thread: viewtopic.php?f=356&t=11748
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Re: Unity version Status

Post by Stratego (dev) »

new:
- First draft version of SINGLEPLAYER_MENU the campaign list menus (like hard/easy campaigns and such, in multilevel hierarchy option)

also here is the first draft version of the menu hierarchy,
WARNING it is a DRAFT a pre-pre-pre-beta, only a CONCEPT like gameling. not so working (only working that is listed in first post)
also ifu run a map it loads for about 30 seconds to me (all slowness is inherited from current AOS version - will be optimized later)

here: https://www.androidutils.com/apk/au.apk


please feedback about the concept of the
- SINGLEPLAYER_MENU
- CAMPAIGN LIST
- MAP LIST
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Endru1241
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Re: Unity version Status

Post by Endru1241 »

Feedback about loaded map - it looks great.
Everything seems so clear.

Except unit sprites - those would probably need 64bit rework to even go close.
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Stratego (dev)
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Re: Unity version Status

Post by Stratego (dev) »

cool!

64 bit rework? what do u mean?
the end result should be like AOS currently in Android version - that is also 32px.
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Endru1241
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Re: Unity version Status

Post by Endru1241 »

I mean, that with unity everything aside from units seems clearer, so units look really worse in comparison.
Probably some graphic enhance algorithms work better for terrain.
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Stratego (dev)
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Re: Unity version Status

Post by Stratego (dev) »

would be easier to me to use 64 px in all versions (now i hve to deal with different sises in unity)
if u feel there is a chance for us to make evrything 64 that would be awesome!

eg. is there any mass automatic upscaler?

daniel
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Re: Unity version Status

Post by Stratego (dev) »

- unit can use abilities, cast spells (i tested only enchantments though), effect icon appears on target
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Re: Unity version Status

Post by Stratego (dev) »

Unity verison also has the recent - runtime load feature - now it does not take forever to load a map.
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Re: Unity version Status

Post by Stratego (dev) »

(as always updating the many android version changes we made in last few weeks)
- Started the carrier dialog (60%)
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Re: Unity version Status

Post by Stratego (dev) »

- The buildables list (for factory productions and worker buildlist) is ready.
- constructing and meding buildings are ready
- showing occupied image on buildings eg. TC is also ready.
- fog of war about 50% (ready but the explored is ugly, grid like)
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Re: Unity version Status

Post by Stratego (dev) »

new pending problems:
# HTML displaying library: i need one that works for all platforms (android/iOS/Windows), the unit help and map intro texts are all htmls - it can
be a paid library, i just need one :)
(solved)

# Nice unit filtering: the units are now little ugly as they are not scaled with a good filter - should be figured out how to but without losing the possibility of teamcolor changing!
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Re: Unity version Status

Post by Stratego (dev) »

i purchased the UniWebView and seems working nicely, with map html intro texts.
i will port the unit-stat-sheet code too to unity and we will that too.
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Re: Unity version Status

Post by Stratego (dev) »

- fog of war about 70% (explored is nicer than android as runtime moving but the thick fog is same as on android - only shown after movement)
- unit stats button is working, the whole html templating engine was ported to c# with days of work :/
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Re: Unity version Status

Post by makazuwr32 »

You are awesome!
Thanks for your work!
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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b2198
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Re: Unity version Status

Post by b2198 »

Stratego (dev) wrote: Wed Mar 30, 2022 7:11 am - fog of war about 70% (explored is nicer than android as runtime moving but the thick fog is same as on android - only shown after movement)
Wait, does that mean that for explored tiles every tile the unit goes through shows the full vision range around it?
Stratego (dev) wrote: Wed Mar 30, 2022 7:11 am - unit stats button is working, the whole html templating engine was ported to c# with days of work :/
awesome work there :ok_hand:
Green is the correct color, other colors are "less correct".
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Re: Unity version Status

Post by Stratego (dev) »

Wait, does that mean that for explored tiles every tile the unit goes through shows the full vision range around it?
i mean the "circle" moves together with the unit sprite, so moves with unit (not like now on android where it shows on end of movement only.)
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Re: Unity version Status

Post by b2198 »

Stratego (dev) wrote: Wed Mar 30, 2022 2:04 pm
Wait, does that mean that for explored tiles every tile the unit goes through shows the full vision range around it?
i mean the "circle" moves together with the unit sprite, so moves with unit (not like now on android where it shows on end of movement only.)
Hm, then I have some concerns about it:
  • If you see an enemy unit along the way just for a brief moment, how will that information be kept visible when the unit reaches its destination?
  • Do units move slower for the player to actually see and understand what they're seeing along the way? And if so, won't that increase the overall time it takes to play a turn?
Green is the correct color, other colors are "less correct".
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Re: Unity version Status

Post by Stratego (dev) »

If you see an enemy unit along the way just for a brief moment, how will that information be kept visible when the unit reaches its destination?
actually units are not there, only terrain, but if they would be (that i might make sometime) than you see them for a second and you dont see them again when your units moves towards.
Do units move slower for the player to actually see and understand what they're seeing along the way? And if so, won't that increase the overall time it takes to play a turn?
no they will not move slower, it is not a goal so player see terrain "in detail" along the way - you suggest that?
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