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    • P&C DevLog#3
    • P&C DevLog#4
  • LifeQuest
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    • Anima mundi
    • PeopleAndCrown
      • P&C DevLog#1
      • P&C DevLog#2
      • P&C DevLog#3
      • P&C DevLog#4
    • LifeQuest

People And Crown

DevLog#1 

Where it started - June 20,2023 

This is where we started 😅. At that point, we were not really sure about the render style but TheArtist wanted to provide some simple cute graphics like Rumble Heroes. 




TheArtist provided 2 characters and set up tilemap with a tile palette (what a pleasure to work with him ✨)


As I don't have much experience of 2D games, I started with something simple:


  • Being able to move my character around and adjust the 2D rendering according to my position.


This is something easily achievable by changing the Unity rendering order based on a custom Axis 


Here's the result ✨


July 21,2023 

In our game, we'll need to move our NPC (Non Playable Character) within our map. NPCs would have to collect resources but also avoid obstacles 

So the next goal is a 2D Navmesh set up with Unity tilemap.


  • Again, I don't have much experience with Unity Navmesh, so I started to look for an easy navmesh implementation that would fit (and I could probably change later if I face any issue by implementing my own custom A* pathfinding).
    - Seems like the Default Unity Navmesh component is not compatible with 2D sprites 😱

  • So I tried NavMeshPlus Plugin which is the most common plugin for 2D navmesh in Unity

2D Navmesh plugin overview:

  • Implements source collector of tiles, sprites and 2d colliders

  • Supports both mesh and collider sources

  • Rectangular, hexagonal and isometric tilemaps

  • Runtime bake optimizations


After a little bit of time, I managed to set that up (even though the name components on the "how to" were outdated.


                                                                Next: DevLog#2

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