The Diablo/WOW Hybrid Super Camera!

Originally AOS was going to be a strictly top down Diablo style game.  After my friend Nathan started testing out my game builds the first thing he said is you need WASD!  And I just groaned and said it is supposed to be a Diablo clone.  Anyway, long story short – you can play both ways at the same time now. After salivating over the nice first person vistas using the new HDR+Bloom capabilities in… Continue reading

Character movement, animation, and footsteps

I am still working on basic combat in AOS.  One of the areas that I have just completed is driving the biped characters based on the movement stat.  This stat is the first of my action stats which is in feet per second and because it is a stat will allow buffs and debuffs to automatically impact the movement rate of the character. So in a combat scenario I want the character animation and footstep… Continue reading

Unity 3.5, Mercurial, and BitBucket

I have successfully updated my project to 3.5 and switched to using external version control, moving it into a Mercurial repository.  I am still a little dismayed that Unity doesn’t work a little more smoothly with things under version control.  Having a second set of meta files for everything means that you need to manage moving and renaming everything yourself and then doing the proper commands to your VCS when you do that.  Workflow like… Continue reading

Turning day to night and other Unity lighting tips

I found a thread on the Unity forums on lighting tips a while ago that had many good suggestions and came up with one I posted there that people may find useful:  I have been playing a bit with the lighting using the deferred lighting rendering path and dual lightmaps. I played around with a technique to make it go from day to night with the same lightmaps by changing the directional light color and… Continue reading

Behavior Trees! (Part 1)

After some research and experimentation I have begun creating a customized behavior tree implementation that is integrated into the core of my framework.  Each entity of the framework can have behavior trees and will look at environment, sensory, and memory information and drive the entity through actions which are things like move, attack, cast, use, consume, and so on.  There will likely be many actions and the framework will support adding additional custom actions, conditions,… Continue reading

Better looking environments in Unity (Part 1)

After developing a prototype forest scene a while ago, I wanted to somehow improve the terrain textures to look sharper and have more detail.  I have been thoroughly inspired by the environment art of an indie action RPG that is in the works called Grim Dawn.  After some pointers by other Unity developers I recently found a way to get the terrain in Unity to incorporate bump mapping.  I have been pleased with the results… Continue reading

The endless complexities of an RPG framework

I was recently browsing the unity forums and discovered another post of someone wanting to build their own RPGs.  They naively ask the question, “How do I make a game?”  Like someone could answer in another sentence or two with the steps.  It started me thinking about the framework I am toiling on and just how much further I need to go to reach some kind of critical mass.  I seem to be drawn down… Continue reading