DevBovine
Wednesday, 17 April 2013
Changed again
Originally there were two different maps of Australia, One for the minimap and one for the Region. Changed it so there is only one now. The regions have been placed on another layer and the minimap culls them so they're no longer rendered. This allows the abilities that the player can use to control the varroa mite to be seen on the mini map as well.
It looks awesome =]
It looks awesome =]
New boundary
Added a mathf.clamp to the region cameras anchor object and deleted the bounding boxes. The regions are no longer stacked, we encountered a problem with ray-casting through them.
Yeah it's not actually laid out like that had to change it for the picture.
Yeah it's not actually laid out like that had to change it for the picture.
Region movement, Back button
The camera movement in the region view is based off of an invisible moving object that the camera is anchored to. When they click the mouse and move the anchor moves and the camera lerps to the anchors position in world space.
The lerping function in unity interpolates between two different numbers over a period of time and can be used to handle many different variables. I use it a lot to smooth out movement, previously the camera movement was slightly jerky but now is as smooth as ice =]
Also added a back button to the mini map that allows you to go into the scenario view instead of selecting it from the minimap again.
The lerping function in unity interpolates between two different numbers over a period of time and can be used to handle many different variables. I use it a lot to smooth out movement, previously the camera movement was slightly jerky but now is as smooth as ice =]
Also added a back button to the mini map that allows you to go into the scenario view instead of selecting it from the minimap again.
Region nav.
Mini map re-sizes to bottom left hand corner of the screen when region map is selected.
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| Mini Map View |
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| Region view |
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| Stacked Regions |
When the player selects a region it becomes active and is rendered and the others are not.
I had all the regions stacked atop each other because I wanted to be lazy with the borders and use a bounding boxes to prevent the player from scrolling off of the side of the screen.
The movement system was cursor based. When the player would mouse over to the side of the screens the camera would pan in that direction.
The stacked regions created a problem later on and the layout changed.
The movement system was cursor based. When the player would mouse over to the side of the screens the camera would pan in that direction.
The stacked regions created a problem later on and the layout changed.
MiniMap Mocks
Started off with a plane and threw a map texture on it.
When you select a state the regions rise and can be selected.
This was achieved by ray-casting from the camera at the mouses position then reading the selected states ID and lerping the camera to another position in world space.
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