Unity Community


Page 2 of 3 FirstFirst 123 LastLast
Results 21 to 40 of 53

  1. Posts
    1,286
    Singleton Pattern. There should only be one script which determines the state of the game.

    Awake/Start is used for initialization, but the checking/advancing/win condition of the state would be done in the Update.
    Nick Breslin, Social & Unity Developer
    Founder of Etiquette Studio


  2. Location
    Lazio, Italy
    Posts
    678
    Quote Originally Posted by BluntWeapon View Post
    Well do it anyway, I'm sure at some point someone else is going to be asking the same questions. Better yet upload it to the Unify wiki or something.
    'Tis done.

    I have some spare website space, but I've never used the Unify wiki much, so I've no idea how to upload there.

    I'll look into it on the morrow. (I may add some minor UI tweaks too as it's a bit lacking in places. Also: it has programmer art and no AI, so (a) get a sick bucket, and (b) please don't complain about either. It's strictly a two-players-only demo project. Written from scratch over a single evening.

    I do have some errands to run, but I'll be back by the afternoon and will upload then.
    Last edited by stimarco; 04-29-2012 at 06:42 PM.
    Sean Baggaley

    Author of "Tic-Tac-Tut" turn-based game tutorial. Get it from the Asset Store here! (Tic-Tac-Toe game with illustrated 40-page documentation.)

    "Tic-Tac-Tut" turn-based game tutorial support thread.


  3. Location
    Lazio, Italy
    Posts
    678
    So much for getting the errands over early. Still, better late than never; here it is. This release is only intended as a WebPlayer build. I've not tested it thoroughly on other targets yet, but I imagine the GUI elements will look rather lonely on setups with huge, widescreen displays at high resolutions.

    The link to the project's ZIP file is just below the WebPlayer itself.

    [UPDATE: I've just uploaded a slightly smaller ZIP file, but it's still 9.9MB. Do feel free to share this amongst yourselves.]

    This is NOT the final release. It can be polished up a bit more, and some new features could be added quite easily, but that's something I'll leave until later, when I have more time and a spare artist lying around the place.

    A quick overview of the structure:

    This game applies the "MVC" design pattern:

    - The "Model" part is in the "GameModel" GameObject.
    - The "View" script is nailed to the main camera.
    - The "Controller" is attached to the "GameController" GameObject.

    Note that neither the GameModel nor the GameController GameObjects have any renderable components. The game board is generated procedurally by instantiating the "BoardCell" Prefab. The background is just a big texture slapped onto a simple "Plane" GameObject.

    The GUI is built using the Unity 3.x Immediate GUI system. (The default GUISkin is used.)

    I've tested the "Model" code with different board sizes (of equal width and height) and the logic is generic enough to work with any arbitrary setting of the "boardSize" variable. However, the camera needs to be moved—or the Prefab modified—to allow different board sizes to fit into the viewport. As this is beyond the scope of the demo and would only serve to complicate the code further, I've omitted this for now, but will probably add it in a later revision. I'd also like to add an AI player or two as well.

    I'll do a write-up on it later, when I have more time. In the meantime, the code is heavily commented throughout in accordance with my usual coding style.

    *

    Some additional notes:

    - The code is not particularly optimised.

    In particular, the tests for a victory condition are currently run inside an Update() function, but would be better off in an external function that gets called only after the player has actually clicked on a tile. I'll sort this out later. In the meantime, do let me know if there are any performance issues.

    - I wrote this from scratch over a single evening, and it looks it. Don't expect awesome introductory cut-scenes, or big-name voiceover actors. It doesn't even put up a big box telling the next player to prepare to play, although there is a small text label under the game's title that will tell you who's turn it is to play.

    - All graphics either by me, or from CGTextures.

    - I have only tested the game on my late-2010 MacBook Pro running OS X "Lion". It's a pretty decent spec laptop, so I have no idea if the game will perform well on, say, an Intel GMA950-series machine. All reports appreciated.

    - That heavily commented code is how my code normally looks. I have a truly lousy short-term memory and I find writing things down helps with retention. You have been warned.

    *

    Finally, this was built using Unity 3.5.1 Pro, but the project makes no use of any of the usual standard or Pro asset bundles and should therefore work on Unity Free. Please do let me know if it doesn't.
    Last edited by stimarco; 04-30-2012 at 02:59 PM. Reason: Updated ZIP file.
    Sean Baggaley

    Author of "Tic-Tac-Tut" turn-based game tutorial. Get it from the Asset Store here! (Tic-Tac-Toe game with illustrated 40-page documentation.)

    "Tic-Tac-Tut" turn-based game tutorial support thread.


  4. Location
    Denmark
    Posts
    423
    Sweet! Thanks Stimarco

    I'm very happy to see I've done almost exactly the same in my implementation. Your 'yielding' and checking of states in your Gui-Script is pretty nifty I think. I'll have to read it again in the morning

    Your comments really are excellent. If only all code had a quarter as much, we'd all be coding soon. You get away easily here, though, if you're aiming for a real tutorial:

    Code:  
    1. // Player 1 always plays "X". Changing this is left as an exercise for the reader.

    Without some more guidance, this might be a tall order. Maybe add a few hints, like 'make a new class', or 'requires another button'.

    Anyways, great reading almost as much as deciphering for once
    My First Game - Looking for Feedback

    A game is a series of interesting choices.
    - Sid Meier


  5. Location
    Gold Coast, Australia
    Posts
    3,593
    Quote Originally Posted by rqpaine View Post
    you know I hear a lot of people saying its very easy and outlining its structure, but no one really explains it. I have written basic turn based games. I have gotten pretty far into complex card games. I have a degree in game programming and 3 or so classes in C#. I have written A* in unity on a tile based board.

    ...

    Im not even asking anyone to do it, just link to relevant articles and tutorials. If someone wants to show it that would be great. Just Tic Tact Toe or Pente. Maybe an example for 'go fish' or rummy.
    Is it just me or are you basically insulting yourself?

    For me at least, a programmer is somebody that at a basic level 'figures things out'... and yet you seem to be spending all your time not figuring things out? I'm in the process of releasing a bunch of applications right now. They are event-based and in Unity3d. They involve a bunch of different features I've never done before, under a tight deadline and some serious feature creep.

    So I sat down, figured out what the actual requirements were, figured out what I knew, what I didn't know and what I needed to know and got them out the door.

    The advice/info I had is the same advice info I'd give anyone. Know what the requirements are. Learn and know useful paradigms to help maintain the projects maintainability. Know the API's [Scripting reference, MSDN] and available resources [e.g. asset-store, Google] to avoid reinventing the wheel. Get it done.

    Making turn based games in Unity is easy - and as a programmer the lack of any 'example projects' shouldn't daunt you in the slightest. Sure, it'll take you a tad longer to figure out what works well and what doesn't - but that's the job.


  6. Location
    Rapid City, SD, USA
    Posts
    1,569
    Quote Originally Posted by NPSF3000 View Post
    Is it just me or are you basically insulting yourself?

    For me at least, a programmer is somebody that at a basic level 'figures things out'... and yet you seem to be spending all your time not figuring things out? I'm in the process of releasing a bunch of applications right now. They are event-based and in Unity3d. They involve a bunch of different features I've never done before, under a tight deadline and some serious feature creep.

    So I sat down, figured out what the actual requirements were, figured out what I knew, what I didn't know and what I needed to know and got them out the door.

    The advice/info I had is the same advice info I'd give anyone. Know what the requirements are. Learn and know useful paradigms to help maintain the projects maintainability. Know the API's [Scripting reference, MSDN] and available resources [e.g. asset-store, Google] to avoid reinventing the wheel. Get it done.

    Making turn based games in Unity is easy - and as a programmer the lack of any 'example projects' shouldn't daunt you in the slightest. Sure, it'll take you a tad longer to figure out what works well and what doesn't - but that's the job.
    not to mention the code project website I linked which he seemed to ignore.


  7. Location
    Denmark
    Posts
    423
    jeez. All he asked for was a link.

    Now, thankfully, there is.
    My First Game - Looking for Feedback

    A game is a series of interesting choices.
    - Sid Meier


  8. Posts
    69
    @ Omniverse
    Im familiar with the code project. Its a great site.

    @ NPSF
    you are really full of yourself. great for you that you can do so much. I however came to a discussion forum to discuss problems, practices and relevant topics, not just talk down to people about how great I am. For the record,I have never taken a class that covered design patterns. I learned about them in a chat room and from searching the web after reading other peoples posted code. It simply wasnt taught at my school. I can however write a webpage, a database, create a shopping cart, and inventory system or a store in the real world, make a chat room, write a forum from scratch, create anything in 3d out of a box, rig, texture and animate it, code a basic 3d engine, write AI that will guide missile, flocking and a half dozen other things. I dont actually know much about design patterns, I do know about 6 languages at a decent level. now instead of wandering these forums casting down your elitist sense of self worth, which I have seen you do in a half dozen threads, you might actually share some wisdom. You gave nothing relevant to this thread, instead you attempted to bolster your own ego at another's, my, expense. This is a discussion forum, where people talk about things they dont understand or are looking for different ways of doing. Now while I am familiar with MVC, I find it to be a real pain to work with. Its confusing, kludgy and overly compartmentalized. Im intersted in turn based games. What wasn't covered by stimarco, though he got most everything, was implementing a computer player. One of the aspects of a turn based game that got me the most, is creating an AI and sequencer to play out actions in logical fashion that doesnt occur automatically without using a bunch of timers or counters. After looking into things here, seeing what people have done that works and what other recommend, Ill look into coroutines and yield. That seems to be in fashion and not terribly hard to do. I will not however be paying much attention to you. I find your statements to be fruitless and demeaning. I wasn't trying to insult myself, but you certainly did. good luck in your endeavors, I hope you make a million bucks.
    Last edited by rqpaine; 05-01-2012 at 03:44 AM.


  9. Location
    UK
    Posts
    1,899
    OK a quick guide, not actual code but the simplest approach to a turn based mechanic in Unity I can think of (think draughts).

    You should be able to work out or find the code for each step here or on Unity Answers.

    Step 1: Build a grid of cubes for the board (setup an array to hold them)

    Step 2: Use Raycasts to work out which square your mouse is pointing at.

    Step 3: Add in a Sphere as a piece and get it to move to the new location.

    Step 4: Add another Sphere as the other players piece

    Step 5: Setup logic to only allow one player to move at a time and some gui text to show who's turn it is next.

    Step 6: Get iTween to add nice smoother moves.

    Step 7: Then change the spheres to 3D models instead of spheres.

    Ta Da a turn based game in Unity*

    * But you also need to represent the game world so rules can be applied, a simple array as the board and values as the pieces would be the quick way, but probably better to create a Unit class that can have stats, armour, moves, moves left ect.

    And as already mentioned the logic will get more complex for what happens next so best to use good OOP programming and divide the problem out into smaller chunks. e.g

    Unit
    Board
    Player
    Game
    ect.

    Hope that helps b4n


  10. Location
    Lazio, Italy
    Posts
    678
    For those who missed my (rather long) post: I wrote a Tic-Tac-Toe demo project on Sunday evening and posted a link to it yesterday (Monday) evening, along with a WebPlayer version so you can see what you're getting.

    Here's the linky.


    @Tobias J: The OP was asking for links to existing tutorials.

    The link I posted is to a brand new tutorial written especially as a result of this thread. I decided to write it after trawling about online and through the Asset Store and realising that there really isn't much out there showing how to build turn-based games in Unity. Gap in market spotted. Gap filled.

    I'm considering polishing it up and posting it on the Asset Store as it would relieve me of the need to host a 9MB+ ZIP file + Unity WebPlayer project myself; Unity has over a million registered developers now, so that's a lot of potential bandwidth I may lose.


    @rqpaine: your point about the lack of an AI player is a good one. I do plan to implement it in the final version of the tutorial, but I won't have time to do it before the weekend.

    Also, thanks for spotting that erroneous comment. (It was originally correct, but adding a second button wasn't difficult.) I've fixed it now and I'll re-upload a new ZIP of the project as the comments are all the tutorial there is at present.


    Also, on a completely tangential note: if anyone else reading this has ever written a Tic-Tac-Toe game, did you find yourself having to fight the urge to use "Y" instead of "O"? Damn you, Cartesian coordinates!
    Last edited by stimarco; 05-01-2012 at 08:48 AM. Reason: Changed penultimate paragraph as I've decided to upload the fixed ZIP.
    Sean Baggaley

    Author of "Tic-Tac-Tut" turn-based game tutorial. Get it from the Asset Store here! (Tic-Tac-Toe game with illustrated 40-page documentation.)

    "Tic-Tac-Tut" turn-based game tutorial support thread.


  11. Location
    Gold Coast, Australia
    Posts
    3,593
    Quote Originally Posted by rqpaine View Post
    @ NPSF
    you are really full of yourself. great for you that you can do so much... I hope you make a million bucks.
    Yes, yes I am. Yes, yes it is so great. Yes, yes I hope so too.

    What I gave here was the basic 'truth' behind programming - at least as I know it. It's up to you to figure it out. And from the looks from it, you've actually been doing that.

    The problem I saw is that this is you've now made ~7 posts where you've either claimed turn based games are hard, or asked for detailed tutorials. Programming isn't about having the answer handed to you, but being able to figure things out for yourself - and this is the complete opposite of what you've portrayed. This is the 'wisdom' you asked me to give, and I have - just explicitly pointing it out here.

    Note to all: There is nothing wrong in wanting tutorials - in fact it's a vital part of programming. The ability to utilize existing resources is critical to success. However, it's never a prerequisite, and it's something that you should be able to find by yourself - not repeatedly ask for in a thread. Lastly, it's only a valuable assistance - you should be able to painfully and slowly DIY regardless.

    Now, just to shut you up, I'll spend 5 mins outlining a basic turn-based game with AI.

    Code:  
    1. using System.Collections;
    2. using UnityEngine;
    3.  
    4. class Checkers : MonoBehaviour
    5. {
    6.     void Start()
    7.     {
    8.         StartCoroutine(RunGame());
    9.     }
    10.  
    11.     IEnumerator RunGame()
    12.     {
    13.         yield return StartCoroutine(SetupBoard());
    14.  
    15.         while (true)
    16.         {
    17.             yield return StartCoroutine(PlayerTurn());
    18.             if (WinCondition()) break;
    19.             yield return StartCoroutine(AITurn());
    20.             if (WinCondition()) break;
    21.         }
    22.  
    23.       StartCoroutine(WinScreen());
    24.     }
    25.     IEnumerator SetupBoard()
    26.     {
    27.         //Animate peices returning to positions.
    28.         yield return null;
    29.     }
    30.  
    31.     IEnumerator WinScreen()
    32.     {
    33.         //Display win screen [same screen for both AI and player win for now]
    34.        
    35.         yield return null;
    36.     }
    37.  
    38.     IEnumerator PlayerTurn()
    39.     {
    40.         //Change GUI to show Player turn.
    41.  
    42.         //While input not valid move
    43.         ////Wait for Input
    44.         //Make move
    45.           yield return null;
    46.     }
    47.  
    48.     IEnumerator AITurn()
    49.     {
    50.         //Change GUI to show AI turn.
    51.  
    52.         //for each piece
    53.         CalcPossibleAttack(/*piece*/);  //and store the results...
    54.        
    55.         //Make a move - pick the highest damage piece.  If there are multple pieces, pick one randomly.
    56.  
    57.         yield return null;
    58.     }
    59.  
    60.     int[,] CalcPossibleAttack(/*Piece p*/)
    61.     {
    62.         //find all possible movements.
    63.         //if movement is possible and allows futher movement
    64.  
    65.         //recursively call this.. assuming the move had been made.
    66.  
    67.         //if there are multiple paths a piece can make, pick the first in the following order highest damage -> shortest jumps -> random number.
    68.  
    69.         //return how many jumps this piece can make as int[0]
    70.         //return how much damage this piece can do as int[1];
    71.         //in the real implementation these will probably be structs or somethign instead of a two values array.
    72.         //This may be put inside a piece or board classes that I'd probably generate.        
    73.         return new[,] { {0}, {0} };
    74.     }
    75.     bool WinCondition()
    76.     {
    77.         //return true if the game has been won
    78.         return false;
    79.     }
    80. }

    I hope your happy with this. Of course, the fact that you couldn't do this - whether it be using co-routines, events, loops with counters, locking etc. by yourself - let alone the inability to use google to find existing tutorials probably means that I did you no great service. The problem here was never that we couldn't help you... but that with your considerable programming experience you couldn't help yourself - even after you were given suggestion along the right direction!


  12. Posts
    2,377

    Note to all: There is nothing wrong in wanting tutorials - in fact it's a vital part of programming. The ability to utilize existing resources is critical to success. However, it's never a prerequisite, and it's something that you should be able to find by yourself - not repeatedly ask for in a thread. Lastly, it's only a valuable assistance - you should be able to painfully and slowly DIY regardless.
    This makes me wonder how people could possibly program without examples showing them how to do what they wish to do. How did programs get written before tutorials? Is such a thing possible? This is a question probably better left for cosmologists.
    My personal game projects -
    Dimension Q Site
    Facebook Page
    Twitter

    Nobody likes rambling gibberish.
    http://whatever.scalzi.com/2006/02/1...rk-at-writing/


  13. Location
    Lazio, Italy
    Posts
    678
    Quote Originally Posted by JRavey View Post
    This makes me wonder how people could possibly program without examples showing them how to do what they wish to do. How did programs get written before tutorials? Is such a thing possible? This is a question probably better left for cosmologists.
    I learned to program back in the days when Google came in printed form, with the word "Encyclopaedia" stamped on the side. My parents had a lovely set of encyclopaedias dating back to the 1950s. The term "Computer" was defined as "A man who computes."

    The only book on AI that I ever owned was a thick tome focusing primarily on Chess. Lots of talk about heuristics and openings. Not a bloody sausage about A*. Bastards! I ended up reinventing A* from scratch without even realising what I'd done until much later. (Considering I'd only applied to the publisher to be a graphics artist and had written a map editor to show off the tiled graphics I'd made, getting hired by said publisher to write a full-on turn-based strategy game for the Atari ST and Amiga instead was a bit weird in hindsight.)

    Then again, in my discussions with my peers, my opinion is that programming is taught very badly in most institutions. The old, crusty, bearded professors who lecture in universities tend to be very parochial and conservative. They are often fanatical about their preferred development environments, even to the extent of insisting all their students use the same tools the lecturer learned to use 20 years earlier. (Hence—and I know this won't win me many friends—the Cult of Unix. But that's another rant.)

    But (burp!) I digest...

    Programming is still being taught today as if it were a branch of mathematics and thus subordinate to that field. I disagree with this approach. In my experiences teaching IT about 10 years ago, I found I got much better results when I simply bit the bullet and explained how computers 'think'. Incidentally, this might also explain why there's such a gender division in this field: many of my students back then were female, not male. However, even the male students in my classes found my approach easier than the other teacher, who was sticking much more closely to the official curriculum.

    (Some context: I was teaching at a school that catered almost exclusively to foreign students—mostly from Zimbabwe as many had fled that country when Mugabe lost the plot around 2000. Some of these students had come from such tiny rural villages that they weren't even familiar with concepts like hot and cold running water, or electricity.)

    Basically, within a few lessons, all my students understood how computers 'thought'. I even taught them about binary through stealth, without ever mentioning number bases or powers of two.

    To me, programming is just a form of translation. Maths doesn't even make a cameo appearance: mathematics is itself a (man-made) language, just like C++ and Boo, so the fact that you can express programming in mathematical terms is an utter irrelevance; you can also express music in mathematical terms, but nobody teaches music students to perform an Orchestral Analysis before sitting down and architecting the Composition Specification, which then gets passed down to the Notators for implementation in the final score.

    How the hell this myth has persisted for so dammed long escapes me, but the fundamental fact is this: if you can understand the concept of "cause --> effect", you can program. If you can learn another "natural" language, like Italian or Swedish, you can program. It really is just translation. C# is just another language, like Dutch or Swahili. Treat it that way, learn how computers actually think, and programming is a piece of cake.

    I have very little skill in maths or physics, but I do know where I can look stuff up when I need to. And that was enough to keep me in gainful employment as a professional programmer for well over a decade.

    I used to rail against people like rqpaine who claim to have years of formal education, but, after many years of working in the education sector, I am no longer surprised by it. Some minor rearranging of the deck-chairs aside, Western education institutions and techniques have barely changed since the 1800s, and they have not aged well.
    Sean Baggaley

    Author of "Tic-Tac-Tut" turn-based game tutorial. Get it from the Asset Store here! (Tic-Tac-Toe game with illustrated 40-page documentation.)

    "Tic-Tac-Tut" turn-based game tutorial support thread.


  14. Posts
    69
    I have a degree in game dev, but you have to understand that covers everything, modeling, programming, ai, texturing, animation including cloth and liquid sims etc. With around 100 credit hour at 4.0 Im good at what I do and know a lot, but I am still far from being an expert. Its also spread over 6 languages and two focuses, one being games, the other web design. I also have about half the classes I need for a business degree. I have never taken trig or calculus. I have never taken a class on data structures and algorithms. I still have a lot I want to learn.

    I am at heart a designer, with a lot of focus on writing and management.


  15. Location
    Lazio, Italy
    Posts
    678
    Quote Originally Posted by rqpaine View Post
    I have a degree in game dev, but you have to understand that covers everything, modeling, programming, ai, texturing, animation including cloth and liquid sims etc. With around 100 credit hour at 4.0 Im good at what I do and know a lot, but I am still far from being an expert. Its also spread over 6 languages and two focuses, one being games, the other web design. I also have about half the classes I need for a business degree. I have never taken trig or calculus. I have never taken a class on data structures and algorithms. I still have a lot I want to learn.

    I am at heart a designer, with a lot of focus on writing and management.
    From your description, that sounds more like a glorified "Media Studies" degree that focuses on multimedia rather than traditional (i.e. linear) media. It might have been an attempt to teach game design skills, as knowing how all the various crafts work and are blended together is a major part of that. Even so, teaching six programming languages in three years is just stupid: Good programming skills are language-agnostic; you shouldn't have to be exposed to six damned languages in three years. Not even degree-level natural language courses do that.

    I wouldn't worry about trig or calculous: I can't even do long division or basic mental arithmetic in my head* and it's never caused me any problems with my programming. Similarly, data structures and algorithms are also things you can look up. Remember the concepts and the odd bit of terminology so you know what to look for, but don't try to remember every last bit of it, because only someone with an eidetic memory could perform that kind of feat.

    Programming, as with any linguistic skill, is mostly a matter of practice, not memorising dozens of algorithms by rote. Algorithms are like recipes: you can look them all up in a book.


    * (My short term memory really doesn't like numbers. I have to constantly repeat them over and over in my mind like a mantra just to keep the damned digits fixed in the right order and keep them fading away. It's not dyscalculia as I can read numbers just fine; I just can't remember them.)
    Sean Baggaley

    Author of "Tic-Tac-Tut" turn-based game tutorial. Get it from the Asset Store here! (Tic-Tac-Toe game with illustrated 40-page documentation.)

    "Tic-Tac-Tut" turn-based game tutorial support thread.


  16. Posts
    69
    six languages in six years, took HTML/CSS and was headed for a webdesign degree, dreamweaver, flash (ver , intro to graphics(PS, InDesign, Illustrator, etc) some gen ed, at 1 year in, year and a half, the opened the game design degree so I switched over.
    Took Java as an Intro class, then C#. After that was 2D programming in Allegro, where I learned a lot, then 3D game dev, 3D modeling, 3D animation, AI, flash game dev, I also took PHP/SQL and Python. I learned AS3 on my own.

    I havent used Unity in just over a year now, maybe two. Im about ready to get back into the swing of things.


  17. Location
    Pasadena, CA
    Posts
    39
    I agree with you 10,000%, this is Unity's M.O for years! New features released with no tutorials....but it's really easy! Osmosis I guess!
    An Analog Man In A Digital World


  18. Location
    Lazio, Italy
    Posts
    678
    Quote Originally Posted by DigitalDuane View Post
    I agree with you 10,000%, this is Unity's M.O for years! New features released with no tutorials....but it's really easy! Osmosis I guess!
    In fairness, teaching is a skill, just like programming or graphic design. You can't expect a company formed in Denmark and with a staff that has few native English speakers among its development crew—only the marketing and support people are based in English-speaking countries—to be able to crank out great (English) tutorials as well. They have to hire writers in for that.

    I'm one of the writers they've hired over the years. This tutorial was written by me to serve as both an introduction to Unity, and to illustrate the basics. Unity has moved on quite a bit since then—it was written for the Unity v2.0 release—but it still holds up well, even if mine is hardly an unbiased opinion!

    The fact remains, however, that UT don't have a "Unity University" or similar formal training department in place, so they're very reliant on third-party tutorial writers. I've suggested setting up such a department as it would also help lift their profile in the education sector. (Teachers will happily murder their own siblings for free course materials. The less grunt work they have to do, the more energy they can focus on actually teaching their students. As Unity changes quite a bit over time, that means courseware often has to be done over every year or so, which most teachers hate.)

    Will Goldstone is currently UT's "go-to" writer, if memory serves. He's also written a book on Unity, so that may be a good starting point for many newcomers, but there are also a ton of video tutorials on Vimeo and YouTube that are very good too.

    I hate the sound of my own voice, so I don't do video tutorials, but writing that Tic-Tac-Toe tutorial was surprisingly fun, so I'm happy to create small illustrative projects to demonstrate a particular concept or technique and intend to do some more. In the interests of avoiding massive bandwidth fees, I'll most likely put up a series of these on the Asset Store for a couple of quid each.

    I believe the best tool for teaching people about Unity is Unity.
    Last edited by stimarco; 05-04-2012 at 07:57 AM.
    Sean Baggaley

    Author of "Tic-Tac-Tut" turn-based game tutorial. Get it from the Asset Store here! (Tic-Tac-Toe game with illustrated 40-page documentation.)

    "Tic-Tac-Tut" turn-based game tutorial support thread.


  19. Location
    Lazio, Italy
    Posts
    678
    Tutorial Update News:

    I've finally had some time to go back over the tutorial and have given it a good kicking. The GUI and layout have been changed so all the buttons are on the left instead of the right. This makes it much easier to cope with different hardware and display sizes. The camera is now set to Orthographic mode instead of normal 3D, so it feels more like a 2D game, and the victory graphics are now much simpler as the purpose of the tutorial is to show how to create a turn-based game, not demonstrate Unity's Animation Curve Editor.


    I've made some architectural tweaks—it's MVP, not MVC now, although the difference is subtle—and, yes, I am going to add an AI player or two to it next. I'll then give the code a bit of a clean-up, check the comments are still accurate, then write up the tutorial document itself before posting it all onto the Asset Store sometime around the end of next week.

    I've enjoyed making this so I'm going to accept requests for new tutorials once it's posted. I'll announce it in a new thread here.

    *

    Device Compatibility:

    The project has been built and tested for the new iPad. I plan on testing on other iOS devices, including the iPhone 4, the original iPad, and a 3rd-gen (pre-Retina display) iPod Touch. If it runs on all of those, it should run on Android devices with similar specs too.
    Sean Baggaley

    Author of "Tic-Tac-Tut" turn-based game tutorial. Get it from the Asset Store here! (Tic-Tac-Toe game with illustrated 40-page documentation.)

    "Tic-Tac-Tut" turn-based game tutorial support thread.


  20. Posts
    26
    Hello Guys,

    So, i'm finishing a component that helps build Strategy Games. My idea is to facilitate the development of strategy games for Unit Developers.

    See more in the link:

    http://forum.unity3d.com/threads/135292-RTS-Turn-based

Page 2 of 3 FirstFirst 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •