I wanted to get the cliffs using their own model and material tonight, but I got stuck with a silly bug for far too long (two variables named “c”, one overwriting the other). The game now has basic terrain, with units being draw at the correct terrain height.
After playing A Game of Dwarves (and despite the super-shallow gameplay, loving it), I decided to build a similar story-driven game with minecraft-style environments. It’ll be a top-down shooter where the player destroys blocks to find resources and weapon upgrades in a procedurally generated world (but with designed areas).
This was being built with a friend, with him taking care of the movement and shooting mechanics, and me doing the world generation and rendering. My focus for this voxel “engine” was to have it be performant, and integrate into Unity as seamlessly as possible. It uses a tree of map generators to allow alterations of procedural maps, and an Editor Script which allows modification of the world through the scene view. I’m hoping to add the last few features and submit it to the asset store. It can optionally generate an optimised set of box colliders for the terrain, making any existing player controllers work unchanged.
I hope to use the same system to port (and improve) Portals 2D to Android and iOS.
I’m falling behind with other work, so I may stop working on this for a while. This is the latest release of the Unity RTS, I mainly worked on the graphics, but there are some other changes and fixes.