Temple of The Roguelike Forums
Development => Challenges => Topic started by: Darren Grey on March 05, 2013, 01:17:23 PM
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Unity have gotten in touch with me offering month-long Pro trial codes for people making 7DRLs. If you want one then please e-mail me at darrenjohngrey at hotmail.com.
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Holy crap that's neat. Unity is a bit above what I'm willing to figure out, but still that's very cool.
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I already know unity >_<, this is sweet.
Unfortunately, without a library for unity that addresses some of the roguelike concerns, I can't see a 7DRL coming out of this in such a short period of time... Unless such libraries exist? I might have to browse the unity community libs and see what's up.
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I don't know, but there have been roguelike-esque things made in Unity before. Plus you don't need to use all of those tropes.
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Unity have gotten in touch with me offering month-long Pro trial codes for people making 7DRLs.
They can't be that desperate.
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Unity have gotten in touch with me offering month-long Pro trial codes for people making 7DRLs.
They can't be that desperate.
It's a one-month trial, not a freebie. Seems like an obvious marketing decision to make the offer, considering how the roguelike community has done the hard work of rounding up a whole bunch of indie/hobbyist game developers.
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Unity have gotten in touch with me offering month-long Pro trial codes for people making 7DRLs.
They can't be that desperate.
I was surprised too! Unity are known for giving out trial codes very freely during game jams, but I never would have expected them to support roguelikes.
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Unity have gotten in touch with me offering month-long Pro trial codes for people making 7DRLs.
They can't be that desperate.
I was surprised too! Unity are known for giving out trial codes very freely during game jams, but I never would have expected them to support roguelikes.
Last year you had 100 entries. If I'm selling a specialty product, and you're voluntarily rounding up 100 of my potential customers, then I'd be a fool not to offer my promotion to your group. You could ask them for a free t-shirt or some other goodie, and they'd probably oblige. (It's the same principle whereby McDonalds offers free meals to bus drivers... they bring customers.)
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These are trial codes, right? They pay people to go around looking for opportunities to give away licenses to better or advertise Unity. Sometimes they're trial, sometimes they're full licenses. I believe I was given a full license at one point. I think it's something for those interested to try, but whether the 7DRL competition really leaves the time to learn how to use it, I'm not so sure.
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Just a trial yeah. It's more for people that are using Unity anyway - the Pro version has some nice extras.
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Is it still available?
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I think it might have only been for the March game jam, called the 7DRL.
Short for the 7 Day Rogue Like. Where we try to put together a game in 7 days.
I guess Darren would know more.
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Yeah, was just for the game jam. Mind you Unity seem to do this pretty regularly for jams.
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By all reports Unity kicks a lot of ass, but I'm not sure picking it up for a game jam is the best move. It's complex but also very powerful. If you know it well you can do a 7DRL with it, but if you are just picking up the free version to check it out so you can make a 7DRL it might be too much.
To be more clear it seems to be very hard to learn UNITY at the same time as making an RL in 7 days. And if you already know Unity then you probably have it...
That said I think Hans Yolo had great promise, as well as that weird spacial RL where you flipped around on a cube rotating in space.
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I'm impressed you still remember HY, Jo ;D
What I've found with Unity3D is that it really takes some failures to learn some best practises with it. For me building up the game logic using unity components or playmaker just didn't quite work with my coding style... So over time I've adopted using unity components as little as possible, while keeping the main game code of mine in C# classes that don't inherit anything that Unity controls (MonoBehaviour or ScriptableObject), and it has really turned Unity3D around for me to something very productive and useable.
I'm hoping to find time to take part in 7DRL '14, and hopefully fare a bit better on the coding front than last year, and release the codebase if that proves reasonable... I ended up not releasing any HY source code simply because there was not much to learn from that usage of Unity, it was really not a productive approach to coding with Unity at all. I'll also have things like pathfinding set up beforehand in a small framework I'll start out with... Really don't want to spend the first 5 days on core tech this year :P
It's still not 100% decided what we'll be doing this year, or whether Bill and Petur will join me this year at all, but we have some ideas and it will be done in Unity if something happens. I've been looking forward to it for a whole year!
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That sounds great. Reusing current code and stuff from other projects is allowed and encouraged, in case you were wondering.
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Yes, I've come to realize that :) Last year we started pretty much fresh, except for the feeble start of a dungeon generator :P
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Btw, for anyone interested in using Unity3D for making roguelikes, there are now starting to appear some 3rd party extensions for it to help in the process:
Free:
ProD FREE: Procedural Dungeon Generator for Roguelik (http://www.assetstore.unity3d.com/#/content/10340)
Payed for:
ProD: Procedural Dungeon Generator for Roguelikes (http://www.assetstore.unity3d.com/#/content/8553)
Dungeon Crawler Starter Kit (http://www.assetstore.unity3d.com/#/content/7302)
Dinky Dungeon Level Generator (http://www.assetstore.unity3d.com/#/content/3107)
Dungeon Builder (http://www.assetstore.unity3d.com/#/content/4963)
RPG Starter Kit (http://www.assetstore.unity3d.com/#/content/1573)
ORK Okashi RPG Kit (http://www.assetstore.unity3d.com/#/content/410)
Hack'n'Slash - RPG KIT (http://www.assetstore.unity3d.com/#/content/7935)
UniRPG, the RPG Maker (http://www.assetstore.unity3d.com/#/content/9694)
Grids (https://www.assetstore.unity3d.com/#/content/9968)
Daedalus, Random Dungeon Generator for Unity (https://www.assetstore.unity3d.com/#/content/14492)
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Wow thanks man. I hope to see more people doing this. I'm pretty committed to gamemaker for the foreseeable future, but if I ever get nutty and make the jump Unity and all it's extensions is the way I'd go.
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For anyone considering Unity for this year's 7DRL, here are some tutorials and how-to videos on using Unity3D that relates to roguelike development.
Quill18's TileMaps series (http://www.youtube.com/watch?v=bpB4BApnKhM&list=PLbghT7MmckI4qGA0Wm_TZS8LVrqS47I9R)
XDavidLeon's Roguelike Development in Unity part 1 (http://xdavidleon.tumblr.com/post/51104205836/roguelike-development-in-unity-part-i)
XDavidLeon's Roguelike Development in Unity part 2 (http://xdavidleon.tumblr.com/post/51558519390/roguelike-development-in-unity-part-ii)
Nathan William's Unity Dungeon Generator (http://helios.hud.ac.uk/u1070589/blog/?p=178)
Recursive shadow casting (http://unitycoder.com/blog/2013/08/05/fov-using-recursive-shadowcasting/)
Creating Random Dungeons Series (C#) (http://dirkkok.wordpress.com/2007/11/21/generating-random-dungeons-part-1/)
Blog of Roguelike framework development in C# (http://dirkkok.wordpress.com/category/roguelike/page/7/)
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Unity have said they give out more trial codes for the 7DRL month again this year. I'll get more info up tomorrow.
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I've started on a port of Eben Howard's SquidLib to Unity3D. I'll be using it myself for handling FOV this year. It's unfinished, but the Shadow FOV solver works at least + some other convenient things like Direction management and so on.
https://bitbucket.org/ptrefall/unity3d-rogulike-kit/ (https://bitbucket.org/ptrefall/unity3d-rogulike-kit/)
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I've started on a port of Eben Howard's SquidLib to Unity3D. I'll be using it myself for handling FOV this year. It's unfinished, but the Shadow FOV solver works at least + some other convenient things like Direction management and so on.
https://bitbucket.org/ptrefall/unity3d-rogulike-kit/ (https://bitbucket.org/ptrefall/unity3d-rogulike-kit/)
;D
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Unity 5 introduces plugin-free web deployment:
https://www.youtube.com/watch?v=tSfakMeW0lw (https://www.youtube.com/watch?v=tSfakMeW0lw)
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Hey,
I'm working on a dungeon/map generation library for C# that should work in unity as well. It's still in early development but you can check it out on Github here https://github.com/odedw/karcero (https://github.com/odedw/karcero), and the documentation site here http://www.odedwelgreen.com/karcero (http://www.odedwelgreen.com/karcero) (nothing really there yet). I would love some feedback about features you would want to see and other stuff.
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Very interesting Inja, I'll give it a spin in Unity as soon as I can find some time!
Would love to be able to set a chance for generating loops in the dungeon, not sure if yours do? That's one of the things most of the Unity-available dungeon generators don't feature, they're usually all branches with no loops, which is horrible for roguelikes (well, for most games). Backtracking through areas already visited too much is bad :-)
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Unity and procedural generation talk from Unite 2014:
https://www.youtube.com/watch?v=ySTpjT6JYFU&list=UUG08EqOAXJk_YXPDsAvReSg
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ProD asset pack for Unity now has a Rogue Basin page. I think that says something for the direction it wants to go, though it still has a way to go before it's close to LibTCOD/ROT.js/SquidLib:
http://www.roguebasin.com/index.php?title=ProD
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Unity 5 is now officially available, and their new licensing model is pretty slick! Personal license is giving you all of unity's features for free. Unity 5 gives, among a lot of other things, WebGL deployment possibilities. No more Unity Web Player!
http://unity3d.com/get-unity (http://unity3d.com/get-unity)
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On par with Unreal Engine going free it seems. Hmm, competition working well for the consumers I suppose.
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Unity + 7DRL 2016 hype!
Hard drive with all my old projects failed, and like a sucker I hadn't gotten around to making backups. So I'm starting from scratch this year! As a warm-up the last few nights I've been slapping together a minimal RL in Unity. I'll post it up on Friday (edit: download link (https://www.dropbox.com/s/0g1vo1whzf2qutv/MinRLFramework.unitypackage?dl=0)) before the challenge officially starts, maybe it will be useful to someone.
I'm going back to basics this time around, no silly 3d hack and slash (2012 (https://sites.google.com/site/edenicholas/roguelikes/thelostcaravan)), no weird time mechanics and non grid maps (2013 (https://sites.google.com/site/edenicholas/roguelikes/liveaslongaspossible)), and no weird viewport sizes and control schemes (2015 (https://sites.google.com/site/edenicholas/roguelikes/7drl-2015)). Just turn based on a grid like mother nature intended.