Καλώς ορίσατε στο dotNETZone.gr - Σύνδεση | Εγγραφή | Βοήθεια

Σεπτέμβριος 2014 - Δημοσιεύσεις

If you’re in a hurry, you can find the complete source code on GitHub: https://github.com/dgkanatsios/TowerDefense It is recommended that you read part 1 before proceeding on reading the rest of this tutorial, since it is heavily based on what we described in the first part! Don’t tell me I didn’t warn you!!! This is the second post in 2 post tutorial regarding making a tower defense in Unity. In the first post we described the game scenario and gameplay and we also mentioned the level editor, the XML file and structure that holds level information and the object pooler methodology we use. Again, if you haven’t read it, I strongly encourage you to do it ASAP, this post will be much clearer after that! We’ll start by exploring the prefabs we have in our game. The RootGO gameobject In the instructions we gave at the previous post about making a new level, we mentioned dragging a prefab called “ RootGO ” to the scene. Let’s see this object’s children in detail. PathPieces PathPieces is an empty game object that acts

Διαβάστε περισσότερα »

Δημοσιεύτηκε στις Σάββατο, 6 Σεπτεμβρίου 2014 8:16 μμ από Δημήτρης Γκανάτσιος | 0 σχόλια
Δημοσίευση στην κατηγορία:
If you’re in a hurry, you can find the complete source code on GitHub: https://github.com/dgkanatsios/TowerDefense Unless you’ve been living in a cave in the recent years, you surely must have played a Tower Defense style game. Be it Plants vs Zombies, Kingdom Rush, geoDefense, Jelly Defense or any other, I’m sure you’ve spent much quality time setting up your defenses, killing enemies and advancing stages. So, since it’s one of the most common game types you can find on the application stores out there, I decided to try my luck and create one from scratch, using Unity3D and present it in this tutorial. Since it’s a bit bigger compared to my previous efforts, it will be split in two parts. In this first post, we’ll describe the game, the level editor, the respective XML creation and parsing and the object pool used in the game to increase performance. Check the screenshot below to get a taste of how the game looks like, running on the Unity editor. Scenario and gameplay are both pretty basic, actually. Badgers

Διαβάστε περισσότερα »