Monday, July 23, 2012

Boringest progress!

Well, I spent all weekend doing some work that really needed doing.  I rewrote units and squares and how they reference eachother.  Now, instead of using Unity's built-in move-to script, I just manually adjust the position over time.  This allows me to continually keep a reference in each object to what square it's standing on, which will be really helpful for targeting things and selecting units.  And it means that I can move people without using character controllers, which means that dudes no longer walk into and over towers.  They just walk through them.  I mean, I can decide how I want collisions of friendly units to work later.  I just like that I can choose how they work, and not "it automatically breaks your game."




I also did some work on shaders, and they're still a mystery to me.  I did do some messing around with a selectively transparent shader that let me script "make objects transparent when the mouse cursor is behind them" but I then turned that functionality off because it looked shitty and made me mad.  I need to work on writing my own shaders.  That's just super-de-duper low-priority right now.

In other news, I also made a male mesh.  This one is going to be for my sexually objectified elf archers.  I like it a lot actually.  I simplified the rig, and the features, and the fact that he doesn't have a face makes him way less uncanny valley creepy.  I might just make multiple copies of this guy and edit the mesh for different units.  Then I could really easy put a lot of customization and animation into the face by doing it with paper paste-on cutout-style instead of modeling one.

Also, my foot hurts so I can't deadlift, so elfman is doing it for me.



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