Besides working on the combat engine, have also been working on porting the rest of the game to the Unity platform. Focus has mostly been just duplicating the existing game, but there have been some changes along the way. It's still a ways out from being completed, but there is a lot working already and thought I could share a few things along the way. Here is a short clip of some modifications to the system assault screen. It seems I have lost some video quality in the upload to youtube, but anyway, enjoy:
https://youtu.be/FYRo8_RWHAE
Supremacy in Unity
Moderators: thunderchero, Iceman
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- Lieutenant-Commander
- Posts: 153
- Joined: Mon Jan 31, 2022 1:01 pm
Re: Supremacy in Unity
Sorry about the loud explosions at end of turn, didn't listen with sound until now. I attached the explosion sound to torpedoes to play when they are destroyed, but it is also played when every phaser beam stops firing.
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- Code Master
- Posts: 1963
- Joined: Sun Apr 27, 2008 2:00 am
Re: Supremacy in Unity
So basically you recreate the entire base game from scratch to improve performance, stability and compatibility with the new 3D combat feature?
Is this even realistic, given your limited spare time? Or is there automated methods to transform parts of the old sourcecode in the new Unity framework.
And what means 'changes'? Anyway, as always, a big
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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- Lieutenant-Commander
- Posts: 153
- Joined: Mon Jan 31, 2022 1:01 pm
Re: Supremacy in Unity
Not really recreating the whole game, just the client (UI, how it handles starting game/retiring, multi-player etc.). Still using the same core/engine that controls all the mechanics, though it is out of date a bit with some of the more recent changes to the "normal" version.Spocks-cuddly-tribble wrote: ↑Sat Apr 27, 2024 9:26 amSo basically you recreate the entire base game from scratch to improve performance, stability and compatibility with the new 3D combat feature?
Is this even realistic, given your limited spare time? Or is there automated methods to transform parts of the old sourcecode in the new Unity framework.
And what means 'changes'? Anyway, as always, a big
Re: changes, nothing drastic. Mostly just implementing things that have been talked about before. When the UI screens need to be rebuilt anyway, seems to be a good time to add things. An example being ship build queue, also added in display of the shipyards (models for these were already in the game, just not being used). Still not totally happy with it but here is current ship build screen:
https://www.youtube.com/watch?v=vNh4X4K7wHw