Tag: unity

Border Lines on a Strategy Map

Happy Thanksgiving!

A couple months ago I was noodling on techniques for displaying the map in a strategy or tactics game. Well, lately I’ve been thinking a lot about one specific aspect of how those maps work: representing borders on the map.

I’m talking about the colored lines on the ground in this screenshot:

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In which I discovered Roll-and-Write games…

A fairly brief and text-only update this month. The main thing I want to share is a kind of game called “roll-and-write“. But before I discuss that more, I should announce that I started a new job! I’m taking charge of the Unity-side of AR projects at BUNDLAR.

Continue reading “In which I discovered Roll-and-Write games…”

Visual tricks for a strategy game’s map

At work this past month I’ve been implementing some interesting visual tricks on a mesh-based map. While we aren’t making a game, I could totally imagine these techniques being useful for a strategy game, or maybe a tactical RPG. Let’s say you have a hex map. Well, you could easily do hexagons with a 3D mesh, and then boom you can can use all sorts of visual tricks developed for 3D games.

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Terrain from a Convex Hull and Triplanar Mapping

As I pointed out last month, I’m putting my personal projects on a hiatus for a while. Instead, I’m going to talk a bit about interesting game dev and graphics stuff that’s come up at work. Naturally I can’t blab too many details about our internal projects at PEAK6, but I do want to point out some of the publicly available technologies and/or resources.

The project I’m currently working on has involved a witch’s brew of proc gen techniques. I want to focus on two in particular: convex hulls, and triplanar mapping.

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Slow month, little to report

I didn’t really do anything for my personal projects this month, and in fact I may be taking a hiatus from working on them for a while. As mentioned a couple posts ago, I just started a new job that I’m pretty busy with, not to mention I just had a second baby (which obviously is also keeping me pretty busy!)

Just so this update has one pretty picture, here’s a smoke effect I created at work. This was supposed to just be some programmer art for testing, but turned out unexpectedly good:

smoke