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Post by swatter on Dec 31, 2014 13:45:15 GMT
I am highly impressed with what I have seen in the tutorial videos, but I still have a couple of questions.
1) I created my own hex map editor that generates map data that I am hoping to use within Honey. Do the maps in Honey correspond to typical logical hex grids where the top left hex is (0,0)? I got the impression from some post on the unity forum that water areas are not actual tiles/hexes.
2) I am a novice with Unity (though not to c#), but I would need to implement major features pretty quickly, like roads. Do I need to be an expert with Unity to add features to framework like roads?
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Post by khash on Jan 1, 2015 14:49:29 GMT
Hi! 1) we are using 3 direction coordinate system. And 0,0,0 we use in the center. I think you will want to write simple script to translate your coordinates to the one used in Honey. This would require average math skills, and basic coding skills. Water is in editor used on "border areas", but there is nothing stopping you from using this type for regular terrain tiles. In same way you may use mountains for borders etc. It is because we create Chunks not single hexes and map area always cover a bit more than hexes you define, those extra hexes are usually inaccessible for player. 2) You can either use system similar to rivers to build your own roads (requires master coding skills and advanced math skills to do this well) OR extend marker system to cover enough gliphs to do what you need with 6 directions you will need to have 21 road markers to cover all cases, this would require advanced coding skills and basic math skills. regards
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Post by swatter on Jan 2, 2015 1:37:16 GMT
Hi! 1) we are using 3 direction coordinate system. And 0,0,0 we use in the center. I think you will want to write simple script to translate your coordinates to the one used in Honey. This would require average math skills, and basic coding skills. Water is in editor used on "border areas", but there is nothing stopping you from using this type for regular terrain tiles. In same way you may use mountains for borders etc. It is because we create Chunks not single hexes and map area always cover a bit more than hexes you define, those extra hexes are usually inaccessible for player. 2) You can either use system similar to rivers to build your own roads (requires master coding skills and advanced math skills to do this well) OR extend marker system to cover enough gliphs to do what you need with 6 directions you will need to have 21 road markers to cover all cases, this would require advanced coding skills and basic math skills. regards 1) I see what you are saying, sounds good.
2) It sounds like glyphs could work in the short-term. I can study how you implement rivers and hopefully write a better solution later. Not scared of the coding, but my math could be better.
I think I have decided in favor of buying.
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Post by khash on Jan 2, 2015 9:04:01 GMT
Great thank you and good luck!
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Post by pancotzky on Jan 3, 2015 4:10:07 GMT
Hi! I also have questions before I buy your product. 1) Can I set up the framework to generate archipelagos (maps that mostly sea with dozens of small islands of different shape)? 2) Again - how do you implement a sea? I need to be able to separate naval units and land units so naval units moved on water and land units moved on land (naturally). Does your framework provide such functionality? 3) How much of a support you provide for Android development? I've read that you provide only partial support for DirectX 9 and Androids and since I have a plan to develop an Android game, I don't want to be left on my own if some problems occure. Will you help me defeat especially serious problems if I meet them? (also, I would recommend you to give a little more support for Android developers because it's the main platform for an indie-developers that wants to earn some money from their games. It will be beneficial for you if you declare your support for the Android ). Thank you!
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Post by khash on Jan 3, 2015 14:20:59 GMT
"1) Can I set up the framework to generate archipelagos (maps that mostly sea with dozens of small islands of different shape)?" Framework produces only random world. It does not define continental shapes etc. You are free to write procedural terrain definition and feed it into Honey. So yes, its completely possible, but requires coding (average coding skills)
"2) Again - how do you implement a sea? I need to be able to separate naval units and land units so naval units moved on water and land units moved on land (naturally). Does your framework provide such functionality?" Water hexes uses tag "SEA" you are free to make two nav meshes. One based on hexes with and one on hexes without this tag. (requires basic coding skills)
"3) How much of a support you provide for Android development? " We do not provide support for non DX11 devices. Honey works on alternative rendering path on devices we have tested it on. But we do not guarantee it and we do not accepts complains if it does not work / have some problems. We do work to improve quality even outside DX11 but you still take it or not on your own for non dx11 devices. If you very experienced programmer you may gain great tool even for mobiles by buying Honey(you get full source code so you can do what you want), but if you are just start learning then I think it may not be best to sky-rock expectations.
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Post by pancotzky on Jan 3, 2015 16:46:14 GMT
Ok. Will you at least provide some answers about the source code if I decide to modify it for my purposes?
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Post by khash on Jan 3, 2015 20:14:12 GMT
Sure I will try. But I can't promise anything
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