Work on the fifth Unity 3D tutorial has finally begun. It’s a roguelike game. I’m still in the early stages of the development, but today I want to write a little bit about the modifications I’m planning to do to the default tutorial.
This is what the regular game is supposed to look like when it’s finished. This is not a full screenshot. For some reason they’ve chosen a really weird aspect ratio of 1:1 with the game area being roughly 320×320 pixels. Maybe the reason behind that will unveil itself later in the tutorial.
That’s the first thing I’ll be changing: Aspect ratio and resolution. I’ll probably have to modify a number of scripts to work with the new resolution and level size, but I’m sure I’ll figure it out.
Luckily my half-done tileset is using the same tile size as this tutorial, so I won’t have to work around that. I’ll also change the setting and hopefully the lackluster interface as well.
Because my tileset is slightly more complex I will have to extend the randomization script quite a bit to generate levels that use the tileset correctly. It’s nothing big, but still, I will have to change a lot in the tutorial.
I’m really excited for this one, because it’s the first time I’ll deviate heavily from the default path. Something I should have done earlier, but this time I can mess around with the art, which is a huge plus. With tutorials like the Stealth game, I couldn’t even begin to meddle with the 3D models, textures and animation rigging.
Continue reading “Roguelike Unity Tutorial and Pixel addendum”