Version 1.1.0 out now - rendering included
Unity just approved version 1.1.0, which includes the new inspector panel and the rendering setup. Now you can see your grid in the finished game, no pro license or any other addon needed.
Unity just approved version 1.1.0, which includes the new inspector panel and the rendering setup. Now you can see your grid in the finished game, no pro license or any other addon needed.
Well, I wanted to do this sooner or later anyway, so I made a custom editor for the rectangular grid. Before this I was using the default inspector panel:
Take a look at this:
If you tried debugging the functions FindNearestFace() or FindNearestBox() you might have noticed that the cubes drawn didn't have the same rotation as the grid. While it didn't change anything about the returned value (only the centre of the cube mattered), it looked ugly. I've submitted a small update that fixes the rotation:
Another video tutorial, showing how to use grid-based game logic in a puzzle game. This is the tutorial for the lights-out game I mentioned before and which has been included with the package.
Grid Framework has been approved and is from now available on the Unity Asset Store for 15$
Well, I just sent my second submission. There are three examples included, one showcasing grid-based movement, one showcasing how to place objects on a grid during gameplay and the lights-out game mentioned below. I also made tutorial videos for the first two, showcasing how you can accomplish these tasks in a simple manner on your own:
I have been contacted by an Asset Store admin, who recommends me to include a demo scene so users could see an end setup. I thought dragging a script onto an object is pretty straight-forward, but I agree, a demo scene would be a really good idea. The tricky party is coming up with good ideas; don't get me wrong, I have plenty of ideas for actual gameplay examples, but for a demo scene I need something more basic and at the same time more catchy. I already made a little sphere that randomly roams a grid face by face, stays within limits and immediately adapts to changes in the grid, all with just 32 lines of code total (not counting whitespaces and comments). I'll come up with two or three more nice demos, that should give a good impression of Grid Framework in action.
Well, it's almost done. Again. Turns out that making an asset is only half the job, you still need to hammer out any ugly dents, polish the thing and then change your job to become a graphic designer, a video commentator, a writer and a salesman! What good is the best asset if you present it in such a way that makes people not even want to take a look? I'm not claiming that I'm an expert in any of those fields, but I believe I did a pretty good job (well, maybe my voice work for the video could use some improvements). In a way I'm glad the old "images" I had prepared for the first version are now lost forever, that was something to turn people away forever. You cannot imagine how awful those looked.
Here is a nice little puzzle game made using the grid framework. When you click a square that square and the four adjacent squares flip their color. Your task is to turn them all off.