roy
New Member
Posts: 1
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Post by roy on Sept 17, 2015 17:33:11 GMT
Before I purchase this, I just want to make sure it's right for my needs. I'm attempting to build a 4X'ish game that is primarily targeted for Windows, Apple, and Android tablets.
1) I understand that official support is only for DX11 on Windows PCs. That said, is there any hope of future official support for iOS and Android?
2) How much of a time sink is it to get Honey Hex working on iOS (and iPads) specifically?
3) My game will generate a new semi-random terrain map each game. "Semi-random" in the sense that, while randomized, a given number of terrain elements (say, 11 towns and 15 aqueducts, or whatever) should definitely be generated. Is there a way in the scripts to easily change the "randomization" parameters to make it semi-random as described?
4) I see pathfinding is included. Are other elements such as "scroll in/zoom in" and "scroll out/zoom out" and camera rotation (to see the map from different angles) included by default?
Lastly, given my target audience (primarily tablets) would you recommend this framework for me? Or would I be better served with something else or coding my own?
Thank you for your time and attention!
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Post by khash on Sept 17, 2015 19:10:12 GMT
Hi! 1) I understand that official support is only for DX11 on Windows PCs. That said, is there any hope of future official support for iOS and Android? We do not have plans to officially support other platforms ever. That said we do our best to ensure our future BIG update we work on would be as compatible as possible with "not only dx11" platforms. Also many of our customers uses Honey on non DX11 platforms already with great results 2) Cant answer this one, maybe one of our customers will, but my blind guess that its in the matter of hours or days depend on your skills 3) our world is purely random "hexagonal circle" but its very easy for advanced coder to overwrite world generation process. I have made process for Thea: The Awakening based on Honey framework in 5 hours. 4) map is 3d but foreground is just a mesh of squares facing one direction. We do Zoom in/out and regular navigation but rotation you would need to implement yourself. It shouldn't be hard but you will need to replace foreground system with something 3d for this (rotation does not work well with billboard-based trees and our are not even billboards)
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Post by kramar on Sept 23, 2015 11:57:29 GMT
My experience with 2) is that it wasn't too bad. I had to switch to DX9, so it doesn't look as nice and I had to reduce my textures sizes to 1024 to support older iPads (I have a 4th Gen). Once I did this, getting it running was fairly easy.
However, things are NOT working at 100%. Khash said something happened with the shaders in Unity 5.1, so some textures are not rendering properly my older iPad (iPad Air is fine). Also, none of the water is rendering in either iPad model.
So to answer your question, getting Honey Framework running on an iPad with the above issues and the default test scenario included in the package should take you at most an afternoon, probably more like an hour or two.
Hope this helps.
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