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Post by Guest on Aug 15, 2017 23:34:03 GMT
Looking to use this framework for my game that revolves around trench placement as well as the Turn-Based ToolKit (TBTK), Which also has the functionality to use Hexagonal grids, My question to you is how easily would i be able to integrate a third party asset into using your "honey grids" as a intermediate programmer? I love how the terrain looks but i'm worried about how well it would work for a turn based game outside of itself as i see in the reviews it requires an experienced programmer to suit your own needs, maybe it is a little dated and it's better for user customization but still, before spending money on another asset i'd like to be sure it would work with this asset ( www.assetstore.unity3d.com/en/#!/content/10686 ) or even replicate what it has to offer. Thanks, Like i said before it's a trench based game, so i noticed in a screenshot the river system is placed on the edge in pre run time and a river appears in game, could a similar approach be done IN-GAME, where you place a marker down following a route on the edge of the hexagon, and once placement is complete a indent (or trench) is created? if something like this is not possible out of the box how long do you think it would take someone with smaller experience of programming? also! did i see you have procedural terrain working for this? if so, to what extent is this working out of the box? biomes etc all randomly based via moisture or something?
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Post by khash on Aug 22, 2017 14:34:44 GMT
Honey is not good to display verticals / trenches. TBTK seems to offer things for gameplay and multiplayer which are not that much related to the honey functionality so should be fine to implement on top. I have add multiplayer (coop) to our game released on Honey within 6 weeks from design to release so I assume that the skill is the only thing which would define the time it would take you to get TBTK features into honey, BUT honey itself uses advanced features and techniques and customization may not be an easy tasks in some places if for example you do not understand the way rendering works (Honey processes a lot of data on GPU when generating world and then uses many more tricks during display)
Honey does simple random terrain generation there is no deep logic in it, but its easily within intermediate skills to build some definitions for that.
This framework was build to be used in our game (Thea: The Awakening) and was released for same so that many other developers may grab some ideas from it or even use it as it is, but it is not "plug and play" ready to have game on it.
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