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Post by uberwiggett on Mar 16, 2017 8:48:02 GMT
Working on a new concept for my game, decided to see how well the different constructor packages integrate with the new shooter right off the bat. So far I've fiddled with uConstruct, and it works quite well, only I have the free version so it won't let me change the inputs for placing/destroying items, and when it batch loads it removes the tag of the items so the decals from bullets wont work. But that's ok because my game will only have bows/crossbows I'll have a go at Easy Build System next, as that has already got implementation of 3rd person building. However uconstruct has a lot of other integrations that make the extra $5 seem worth while.
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Post by Invector on Mar 16, 2017 16:40:08 GMT
Pretty cool!
ps* the decals are not working because you're using a different Layer on the walls, try add this layer into the vBullet to the decal can detect ;)
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Post by jrackley on Mar 16, 2017 21:43:52 GMT
Looks like that has a lot of promise for sure, I love it!
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Post by uberwiggett on Mar 17, 2017 5:49:50 GMT
I tried easy build system but the framerate was horrid! I've got a much better handle on uConstruct so I am going to get in touch with the developer and ask a few questions before making a purchase. Hopefully in a week or so I can set it up properly and release integration details to you guys. For now I might just play around with the free side and see what crafty builds I can come up with! @invector ahh yes thanks, I saw that the decal list included tags so I was busy setting up tags but didn't realise it also had a section for what layers, even though I stared right at the layer part! jrackley thanks! yeah I'm very keen on getting it as one of my major rehauls of my flagship title involves the ability to craft your own keep, and this sort of construction mechanic serves really well. It's also good for making a level/world editor, no more zooming in and out to get that bloody transform just right!!
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Post by abatcat on Mar 17, 2017 6:06:45 GMT
Can you use your own meshes and prefabs for building blocks in uConstuct? That could be nifty for level building.
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Post by uberwiggett on Mar 17, 2017 6:47:55 GMT
yep! even the free version. I'll demonstrate it this weekend in another tute vid edit: Contacted the dev, "Inherit from BuildingPlacer and you will be able to override the destroy/place input " Which to my pay someone else to do it level of coding skill tells me I am to open up thirdpersoninput and add in somewhere that calls upon the buildingplacer script (hidden in a dll so can't edit directly) in order to call for the input. or alternatively, I can get the full version which appears to have a public call for the inputs so I can just change them on the builder script! :P 2nd edit: Ok so I am working on implementing the build tool as an actual item in the game. I tried placing the script on an item but it just turned out to not like the camera angle when moved around so much! So instead I have put the build script back on the player, and deactivated it. The idea is when you equip the hammer tool from your inventory, it will enable the script and allow you to build, then when you unequip it, it will deactivate the script again. I have tried using attribute events, and regular events, but neither of them seem to want to let me activate the script. Am I missing something, or will I need to fiddle with some code to do this?
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Post by uberwiggett on Mar 22, 2017 12:14:52 GMT
uConstruct:
Bugger, no public call for the inputs. But I did find where the protected call was, and set it to work from my controller with a to place and b to destroy.
My todo list for integration;
1. Create the drop down menu on building placer script to select input for Place/Destroy item 2. Create the drop down menu on building placer script to select input for cycle next item 3. Arrange a script to enable the build script from equipped item (example item; hammer) 4. Arrange a script to allocate items from the vInventory to populate the building placer script buildings array, add/remove them based on presence in player Inventory.
So the above will allow you to make several types of build mechanics in your game. You can either have an equipable item that allows you to build whatever set of buildings you want. This can be further customised to allow build sets tied to specific objects, such as a wood hammer allows you to build wood structures, a metal hammer allows you to build metal structures etc. Or with the inventory bridge script, you will be able to place the buildable item as an inventory object a player can collect, and on use it will appear in the build list and allow to be placed as per normal. This method allows you to control how much your player can build.
Another method, would be to create craft components, so build items would require a certain amount of x and/or y items in the inventory in order to craft a building piece. This is a whole other layer of depth, but I don't think I'll focus on it as it doesn't match what I am after in my game. I will be releasing this integration on here for free so others with uConstruct may be able to implement that method.
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Post by shadex on Mar 25, 2017 16:48:30 GMT
uConstruct: Bugger, no public call for the inputs. But I did find where the protected call was, and set it to work from my controller with a to place and b to destroy. My todo list for integration; 1. Create the drop down menu on building placer script to select input for Place/Destroy item 2. Create the drop down menu on building placer script to select input for cycle next item 3. Arrange a script to enable the build script from equipped item (example item; hammer) 4. Arrange a script to allocate items from the vInventory to populate the building placer script buildings array, add/remove them based on presence in player Inventory. So the above will allow you to make several types of build mechanics in your game. You can either have an equipable item that allows you to build whatever set of buildings you want. This can be further customised to allow build sets tied to specific objects, such as a wood hammer allows you to build wood structures, a metal hammer allows you to build metal structures etc. Or with the inventory bridge script, you will be able to place the buildable item as an inventory object a player can collect, and on use it will appear in the build list and allow to be placed as per normal. This method allows you to control how much your player can build. Another method, would be to create craft components, so build items would require a certain amount of x and/or y items in the inventory in order to craft a building piece. This is a whole other layer of depth, but I don't think I'll focus on it as it doesn't match what I am after in my game. I will be releasing this integration on here for free so others with uConstruct may be able to implement that method. I am very interested in your work on this. Especially if your able to implement a weapon like "construction hammer" that pulls from resources in the inventory. Ideally if we get the inventory pro integration, it may already have that ability. What i'm personally after is the typical survival game system. Harvest some wood to place a foundation, harvest more wood to build the walls and doors. What you have done so far looks really promising. Great work man! i really look forward to this integration.
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Post by uberwiggett on Mar 25, 2017 22:04:50 GMT
Hey shadex, yeah ucon already has inventory pro integration, but I don't have it :P would probably be easier to use it too.
The system I'm planning on setting up wouldn't be based on collecting materials, but using fabricated parts (pre built walls etc). To use it from materials means I'd have to develop a crafting system. That's a whole different thing, and actually i think there is a free system for that floating around somewhere, might have a look and see if we can integrate that system too.
But for now the hammer tool will rely on having premade building pieces.
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Post by uberwiggett on Mar 26, 2017 8:52:10 GMT
So a few issues I've come across today, collisions with the shooter projectiles, specifically the rpg round, somehow I managed to get it to work once; but then when i stopped play and started again it stopped working and I can't figure out what I did to make the explosions occur on impact with the wall. It might be to do with projectile speed as it collides with the floor area even when it's the same tag/layer as the walls, but could also be an issue with how batch colliders work. But the player always collides with the wall so go figure.
Also the NPCs, this one is interesting because the enemy AI requires navmesh navigation, but when the new buildings are placed the navmesh isn't updated. So they clip through walls and ignore it. Hopefully with ICE integration I can do away with some of the navmesh stuff and figure out a better system otherwise my game is kaput!
Haven't tackled integration scripts yet, I'm tired and it's time for tv and pizza
edit: I just checked out the asset store page for Inventory Pro, I am blown away by how all encompassing the asset is. The workflow for item creation also looks fantastic and I can see some of the options with Invector TPC on there too. I'm really hoping they tackle integration for it some time as I think I'd use it in place of the built in system, mainly because of the world based UI for stores and crafting stations...
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Post by tharindu on Apr 23, 2017 4:40:08 GMT
So a few issues I've come across today, collisions with the shooter projectiles, specifically the rpg round, somehow I managed to get it to work once; but then when i stopped play and started again it stopped working and I can't figure out what I did to make the explosions occur on impact with the wall. It might be to do with projectile speed as it collides with the floor area even when it's the same tag/layer as the walls, but could also be an issue with how batch colliders work. But the player always collides with the wall so go figure. Also the NPCs, this one is interesting because the enemy AI requires navmesh navigation, but when the new buildings are placed the navmesh isn't updated. So they clip through walls and ignore it. Hopefully with ICE integration I can do away with some of the navmesh stuff and figure out a better system otherwise my game is kaput! Haven't tackled integration scripts yet, I'm tired and it's time for tv and pizza edit: I just checked out the asset store page for Inventory Pro, I am blown away by how all encompassing the asset is. The workflow for item creation also looks fantastic and I can see some of the options with Invector TPC on there too. I'm really hoping they tackle integration for it some time as I think I'd use it in place of the built in system, mainly because of the world based UI for stores and crafting stations... Are you on Unity 5.6 by any chance ? The new navmesh features don't require you to bake in navmeshes anymore. It's dynamically created. So if you have objects blocking the path, navmesh will be instantly updated from what I understand.
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Post by uberwiggett on Apr 23, 2017 7:27:05 GMT
ahh i see, I might try removing the baked navmesh and trying it out. Thanks for the heads up!
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Post by tharindu on Apr 23, 2017 10:06:46 GMT
ahh i see, I might try removing the baked navmesh and trying it out. Thanks for the heads up! Removing it alone may not fix the issue. There may be a few things you need to do. Look up a few videos on youtube. The keynote for instance. This is what I watched.
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Post by uberwiggett on Apr 23, 2017 10:10:47 GMT
yeah I had a quick look at the github repository that I found from google. I gave it a quick go but still had some issues with getting them to move upstairs. I'll watch this video next and see if it can get me what I need to know to make it work thanks for the links mate.
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Post by tharindu on Apr 23, 2017 10:56:04 GMT
yeah I had a quick look at the github repository that I found from google. I gave it a quick go but still had some issues with getting them to move upstairs. I'll watch this video next and see if it can get me what I need to know to make it work thanks for the links mate. Anytime :D
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