Author Topic: Unity and 7DRLs  (Read 43181 times)

guest509

  • Guest
Re: Unity and 7DRLs
« Reply #15 on: January 07, 2014, 03:25:18 AM »
That sounds great. Reusing current code and stuff from other projects is allowed and encouraged, in case you were wondering.

PTrefall

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 94
  • Karma: +0/-0
    • View Profile
Re: Unity and 7DRLs
« Reply #16 on: January 07, 2014, 08:34:10 AM »
Yes, I've come to realize that :) Last year we started pretty much fresh, except for the feeble start of a dungeon generator :P

PTrefall

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 94
  • Karma: +0/-0
    • View Profile
Re: Unity and 7DRLs
« Reply #17 on: January 07, 2014, 09:05:00 AM »
« Last Edit: March 07, 2014, 08:01:20 PM by PTrefall »

guest509

  • Guest
Re: Unity and 7DRLs
« Reply #18 on: January 08, 2014, 10:05:14 AM »
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.

PTrefall

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 94
  • Karma: +0/-0
    • View Profile
Re: Unity and 7DRLs
« Reply #19 on: February 18, 2014, 09:05:07 AM »

Darren Grey

  • Rogueliker
  • ***
  • Posts: 2027
  • Karma: +0/-0
  • It is pitch black. You are likely to eat someone.
    • View Profile
    • Games of Grey
Re: Unity and 7DRLs
« Reply #20 on: February 20, 2014, 08:44:57 PM »
Unity have said they give out more trial codes for the 7DRL month again this year. I'll get more info up tomorrow.

PTrefall

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 94
  • Karma: +0/-0
    • View Profile
Re: Unity and 7DRLs
« Reply #21 on: March 07, 2014, 07:55:45 PM »
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/

Eben

  • Rogueliker
  • ***
  • Posts: 339
  • Karma: +0/-0
  • Controversializer
    • View Profile
    • SquidPony!
Re: Unity and 7DRLs
« Reply #22 on: March 07, 2014, 10:59:35 PM »
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/

 ;D

PTrefall

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 94
  • Karma: +0/-0
    • View Profile
Re: Unity and 7DRLs
« Reply #23 on: March 19, 2014, 07:44:19 AM »
Unity 5 introduces plugin-free web deployment:
https://www.youtube.com/watch?v=tSfakMeW0lw

Inja

  • Newcomer
  • Posts: 1
  • Karma: +0/-0
    • View Profile
    • Email
Re: Unity and 7DRLs
« Reply #24 on: August 27, 2014, 11:52:26 AM »
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, and the documentation site here http://www.odedwelgreen.com/karcero (nothing really there yet). I would love some feedback about features you would want to see and other stuff.

PTrefall

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 94
  • Karma: +0/-0
    • View Profile
Re: Unity and 7DRLs
« Reply #25 on: August 31, 2014, 09:50:09 AM »
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 :-)

PTrefall

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 94
  • Karma: +0/-0
    • View Profile
Re: Unity and 7DRLs
« Reply #26 on: August 31, 2014, 09:51:26 AM »
Unity and procedural generation talk from Unite 2014:
https://www.youtube.com/watch?v=ySTpjT6JYFU&list=UUG08EqOAXJk_YXPDsAvReSg

PTrefall

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 94
  • Karma: +0/-0
    • View Profile
Re: Unity and 7DRLs
« Reply #27 on: August 31, 2014, 12:09:14 PM »
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

PTrefall

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 94
  • Karma: +0/-0
    • View Profile
Re: Unity and 7DRLs
« Reply #28 on: March 04, 2015, 08:24:31 AM »
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

reaver

  • Rogueliker
  • ***
  • Posts: 207
  • Karma: +0/-0
    • View Profile
Re: Unity and 7DRLs
« Reply #29 on: March 04, 2015, 09:43:27 AM »
On par with Unreal Engine going free it seems. Hmm, competition working well for the consumers I suppose.