For some time now, I'm working on importing tactics' assets in unity3D to support more modding than available with the original engine.
Today I have enough stuff done to show a very basic idea of that it looks like and explain what I want at the end.
What is working:
- Loading all asset formats (maps, tiles, animated sprites, menues) and displaying it in unity.
- Fallout 2 asset formats support (for tiles and characters) but not used anymore (only FoT assets used).
- Moving around in a map (no pathfinding yet), almost correct display order (player in front/behind wall when needed and so on).
- Basic server with players position replicated and map data sent accross network (very simple NPCs).
- Basically not a game, more an asset browser where you can load any campain map and change your skin to any character/critter/robot.
What I want to do at the end on the tech side (that can't be done in original engine I think):
- Massive map size without exit grid/world map transitions, loaded around you on the fly (this is the core idea).
- 'MMO' style game, with persistent server (a lot like FOnline engine).
- Some aspects of destructible world: destroy walls with rocket launcher, run over trees with hummer.
- A kind of in-game editor allowing players to build stuff (houses/bases) by spawning walls and other stuff.
I attached screens showing editor view, engine view and bursting ghouls with minigun.
I'm very interested in what you guys think of this and if you have any advice or suggestion about the current state or the planned features.
I will of course post any progress here to keep you updated.
Today I have enough stuff done to show a very basic idea of that it looks like and explain what I want at the end.
What is working:
- Loading all asset formats (maps, tiles, animated sprites, menues) and displaying it in unity.
- Fallout 2 asset formats support (for tiles and characters) but not used anymore (only FoT assets used).
- Moving around in a map (no pathfinding yet), almost correct display order (player in front/behind wall when needed and so on).
- Basic server with players position replicated and map data sent accross network (very simple NPCs).
- Basically not a game, more an asset browser where you can load any campain map and change your skin to any character/critter/robot.
What I want to do at the end on the tech side (that can't be done in original engine I think):
- Massive map size without exit grid/world map transitions, loaded around you on the fly (this is the core idea).
- 'MMO' style game, with persistent server (a lot like FOnline engine).
- Some aspects of destructible world: destroy walls with rocket launcher, run over trees with hummer.
- A kind of in-game editor allowing players to build stuff (houses/bases) by spawning walls and other stuff.
I attached screens showing editor view, engine view and bursting ghouls with minigun.
I'm very interested in what you guys think of this and if you have any advice or suggestion about the current state or the planned features.
I will of course post any progress here to keep you updated.