@Baahzera I did not plan to realease on mobile, but I would have all the tool to do so, as unity is a multiplatform ide, I would say, maybe
@Thaian Citizen First of all, thanks for the feed back, I am taking good notes of it.
Your first question was :
But just curious why did you chose your 'own map system' with map editor over unity's terrain system??
First of all, I choosed to do mine because I can customize it, with the tools I like, In a devloppement environnement where I can test right of the bat the changes I just made to the sources
Second, there is actually a few things In 3D that differs than 2D, maybe you did not notice, but the walls are located on the edge of the tiles. It means that a wall does'nt make a tile unwalkable.
On the image above, (despite my paint drawing skills) you can see what I mean, on tibia there would be somes tiles unwalkable, but with the map editors I've made, every tiles is walkable,
And also, I could do walls that follows a ramp. which I thinks is really usefull =)
Indeed remeres works quite well for 2D, but I thinks that live mapping in remeres works like crap, and I'm planning on changing the way my map editors works, I want it to be like a client, that walks through the map, with the hud of the map editors, that means that the map will be modified directly in the servers data, and it will be possible to be 100 player mapping in same without syncronisation issue. That is surely not done yet, but by combining functions of my editors to the client, I could certainly get this to work,
Also, my client, my server, and my map editor shares the same namespace, that means, when I change a method in a class, or a structure, the change is applied to everyone, and that make thing a lot much easier than having to change 3 different source code for one minor changes =)
in short, I saw much more pros than cons
Your second thought was :
This looks nice...
Also another thing what I would personally think would improve this is:
- I think the view could be a little closer and slightly more from top, would be more convincing
- Maybe distance a bit from tibia, in HUD / MENU / CHAT BOX design I mean, I think it looks too much like the real thing...
Indeed it looks a lot like the real thing, and we might all want a fresh new thing ;p
for the view things, I only have to modify few variable and it's done, so in the next video, it will be changed, and you can tell me if you like it better =)
finally, your last suggestion was :
And what I noticed when you walked into a mountain area in one video, the view could become blocking because of the mountain 'walls'
maybe you wanna add a transparency/opacity feature to your to do list?
that those walls / objects that have a certain distance from your char get a %-opacity?
What do you think?
Dont get me wrong I really like this
this is awesome.. Im just trying to throw in ideas
You are not wrong at all =p
as you can see on this pictures, the tree also hides the character.
That is a nice feature to be added and certainly added it to my todo list =p
I did not worked a lot yet on the client-sided things and the hud, there is tons of things to code yet ;p
Thanks again for the feedback! Always appreciated to have a different point of view!
Also =p As you might have noticed, English is not my primary language, I'm french, so please understand that there might be some spellings error here and there!