Updates:
* Objects page preview-animation feature works again
* Human unit exists, for DtH minigame (probably a hunter)
* Middle-mouse scrolling no longer scrolls below ui in Unity.
New screenshots
==========
* Objects page preview-animation feature works again
* Human unit exists, for DtH minigame (probably a hunter)
* Middle-mouse scrolling no longer scrolls below ui in Unity.
New screenshots
==========
The new human unit. Why did I suddenly add a human, when all the units so far have been animals?
Because the human unit is the bad guy in the "Defend the Hill" minigame I'm now shifting my focus toward.
Basic idea: You play as the animals, and defend a hill in the center of the map from hordes of humans that spawn from the map's four corners. The enemy forces will grow at an increasing rate, so it's basically an arcade game where you try to last as long as you can.
Reason I'm shifting focus toward this: A full RTS experience will take some time to mature, because it requires its components to be well fleshed out (e.g. good path-finding, formations, and ai/multiplayer).
I'd like the game to be playable and fun before that, though, so I'm cutting back for the first phase to something relatively simple and easy to test.
With newfound organization (e.g. website, wiki, and task tracker), excitement, and a smaller scope, I hope to push forward quickly and bring a playable build to you guys within a few months. Assuming it succeeds, I'm hoping it'll give some enthusiasm for the project.
From there, I can then begin incremental development based on user feedback. Which for me at least, makes things a whole lot more fun. (I've always loved the idea of having a community where my time invested can bring real improvements to the end-user's game experience, and I really like hearing people's thoughts on how things could be designed differently)
Because the human unit is the bad guy in the "Defend the Hill" minigame I'm now shifting my focus toward.
Basic idea: You play as the animals, and defend a hill in the center of the map from hordes of humans that spawn from the map's four corners. The enemy forces will grow at an increasing rate, so it's basically an arcade game where you try to last as long as you can.
Reason I'm shifting focus toward this: A full RTS experience will take some time to mature, because it requires its components to be well fleshed out (e.g. good path-finding, formations, and ai/multiplayer).
I'd like the game to be playable and fun before that, though, so I'm cutting back for the first phase to something relatively simple and easy to test.
With newfound organization (e.g. website, wiki, and task tracker), excitement, and a smaller scope, I hope to push forward quickly and bring a playable build to you guys within a few months. Assuming it succeeds, I'm hoping it'll give some enthusiasm for the project.
From there, I can then begin incremental development based on user feedback. Which for me at least, makes things a whole lot more fun. (I've always loved the idea of having a community where my time invested can bring real improvements to the end-user's game experience, and I really like hearing people's thoughts on how things could be designed differently)