asdam wrote:Well helloooooooooooooooooo!!! Damn, I was looking around this forum for a (promising) Unity port mere hours before you posted this.
I see you started off getting some tough stuff outta the way (map generation, pathfinding integration, model conversion?!?! HOLY YES). Might I ask how you do your map (layout) generation? C# in Unity is my strong suit so I'd love to grill you about technical details of your project, and I'd also love to jump in and contribute if/where possible.
Also, you mention Unity isn't great with lighting? I'm curious what version you're using because my experience with lighting/rendering in Unity (5+) has been great.
Lastly, I already like your inventory system better than original SCP-CB system.
In short, FUCK YES!!!
EDIT: I'd like to add that your current INDEV already showcases features beyond what I've seen successfully implemented in previous conversion attempts. You've got my confidence! With that, how long ago did you start this?
(1) As far as layout generation goes I started with juanjpro's algorithm that he built for his Irrlicht conversion. The system then goes through and assigns rooms in order of "must spawn", "unique" and then fills the rest with random. This allows for unique rooms to spawn differently with each playthrough.
(2) Lighting in Unity is great - for prebuilt scenes. I can't use scenes so Global Illumination doesn't work - all of my rooms are prefabs streamed in during runtime - and therefore light doesn't reflect well off of walls. There are some assets in the pipeline to fix that however.
(3) This has been in progress for about 3 months now.
Glad you like it, looking forward to seeing where I can take this.
Brunou8 wrote:Another Unity conversion... I hope it doesn't get cancelled/unfinished like the other two or three. Anyway, good luck with your project.
I understand completely and hope in time to alleviate your doubts about this being completed. The only reason that I am doing this is that I know I can complete it, as I have tried and failed far harder projects before haha (much wider scope).