Dipping my toes back into Unity to check out what's changed, and man I forgot how much fun and easy it is to develop little workflow editor tools. Might get sucked back in.
Both manual and automated tasks are now integrated. UI will be added to re-arrange these as desired, but chars will drill walls that are marked and auto cleanup any rubble from said walls. They've got a little icon to let you know they've been assigned something too
Created a tweening library for Stride and got a basic version of grid based pathfinding working for the characters.
Next I think will be drilling down walls and character tasks.
It's been fun learning how the engine does things differently compared to Unity.
Still very early, but been working on something inspired by Lego Rock Raiders to help learn Stride. A little different from Unity, but really enjoying it so far.
Have map generation, tile selection, UI, and scene transitions working nicely. Now for the actual gameplay lol
I still miss Spiritbloom, but Battle Visage and making TA apply echo by default has made me fall in love with my Prevoker all over again. M+ feels so good.
It's not flashy atm, but I've been slowly working on a KotoR inspired battle system. Supports adding/removing/setting actions, 3 second round based system, and supports controller / m+k.
Now to get multiple combatants on both sides working
[ #gamedev | #indiegame | #unity3d ]
Iron Lung was an enjoyable experience. I like seeing small stuff win (both small game and small budget). Not everything needs to be massive and take a decade to do.
The Unity 6.3 MainToolbar API is pretty cool, no more needing to use reflection to extend it.
Unfortunately starting to think I enjoy making random editor tools more than a game itself lol
@scottpetrovic The approach Cascadeur takes is that it lets you save a mapping template after you do your custom rig import once, so future ones can auto assign the naming and bones that way.