This is an overview of a Unity 3D Engine prototype for processing MagicaVoxel OBJ meshes into submeshes for each voxel color so that they can be assigned different materials, physics materials, collider layers, etc.
Recently I’ve been prototyping a timed hits RPG. It has no art, but it demonstrates the intended core mechanics quite well. Click here to play it.
This is a unique subgenre of the JRPG genre, so to help explain it I’ve embedded a video of one of the more refined examples made by Nintendo.
Combat in the game is turn-based and fairly standard for eastern role-playing games, but it has a unique twist. Each attack performed by the player or enemies has a quick-time event associated with it. The player can use well-timed button presses to increase the party’s damage, and also decrease the damage taken from enemy attacks. Continue reading →
This tutorial will demonstrate how to programmatically generate a mesh in Unity with C# code. This code was used in my procedural terrain/flight demo. I’m going to show how to make a triangular grid, but you can easily extrapolate this to make square grids and other shapes you need for your Unity projects.