February Update

Hey all!

I’ve been working on the A* path finding system for the DC/RTS Controller, and it has been going well. I have the path calculating the correct path, which I’ve seen no hang time on a grid of about 8000 GridSquares. I’ve tested up to 30000 GridSquares so far and haven’t notice any hang time with that count as well.

This new PathFinder class uses the GridGenerator to calculate the best path a long the GridSquares. All that’s left is to incorporate the generated path amongst a desired ControlObjects, so I should be able to get this completed later today, or within the coming days for sure. This update wont include the formations yet, but that is next on the list; I’ll be submitting this update shortly.

PathFinder Preview

New Update

Hey all,

I added a new update for the DC/RTS Controller, as well as published a new video showing what the new update contains.

This isn’t the full update I was wanting to release, but it is a decent update at that. This is basically the prelude for the update to come, which will utilize the new GridGenerator for use for pathfinding, formations, and other concepts I can think of.

– Chazix

October Update

Hey all,

I recently added a new package called: SwipeAction on the Unity3D Asset Store. Check out the pages for more information.

I have also added a video explaining and showing the package; I’m planning on doing this for the other projects as well. Let me know what you think.

Other than that, I’ve still been busy with school and other various projects. I’ll be graduating from the school I am currently at fairly soon, where I’ll then be off to the next adventure.

July Update

Hey all,

It’s been a busy time. Some of you may have noticed a couple new Unity3D systems: Scrolling Text System and the more recent Dialog Controller. The scrolling text system is more so just a scrolling text injecting system, which can be injected into any game object within the Unity environment. This can be used for displaying damage text, or healing text within a game, or anything else that comes to your mind. Somewhat similarly, the dialog controller is more so a complete dialog injector where text is read in based off the attached game object’s dialog state. The text files are sorted based off the given name of the game object.

Other than that I’ve still been working on school work throughout the summer, I’ve been taking a couple humanities courses for the required credit. Both of them have been very interesting. In the meantime I’m working on adding these two other systems to the site with more information on how to use it, as well as what it is.

– Chazix