Back to work
I started Space RPG waaay back in 2013 I think, worked on it for about 3 years (parallel to two other projects) and then decided to transition it to 3D topdown.
After abandoning it for 6 years and working on other projects on and off, I have decided to pick this back up and work on it again, adapting it to new techniques I've picked up in the intervening years.
My main technical obstacle at the moment is pathfinding for NPCs, these is no built in navmeshing for 2D in unity and the component I have been using in the past, polynav, doesn't seem to scale well to larger levels with a lot going on. I have had to disable it on the spaceport so it doesn't run like a dog. I'm hoping to have this resolved before the next weekly build.
Big ticket items this week are
- conversion of nonitemthings to proper class structure and polymorphism
- get navigation to work
- NPC AI work
- Integrating some of the more advanced code from the newer 3D project (which had years of additional work on top of this codebase)
Files
Get Space RPG
Space RPG
An RPG, in space
Status | In development |
Author | gavor |
Genre | Role Playing |
Languages | English |
More posts
- A long awaited return - Movement and partyMay 09, 2023
- Weekly Build available - 25 Apr 22Apr 25, 2022
- 2D navigation with Unity can be painfulApr 20, 2022
- Weekly Build availableApr 16, 2022
- Progress - Week 2Apr 15, 2022
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