BigWeather
Member
Heya, looking for a little advice on which way to go for an idea I'd like to implement.
It'll be a top-down procedurally generated dungeon crawler. Probably real-time, single-PC with multiple NPC henchmen. The pace would be closer to something like Dark Souls than Diablo.
I'm pretty certain I want to use Unity for this. Not certain whether to go 2D or 3D. 3D has a distinct disadvantage for me -- I'm much more comfortable creating assets for 2D. I know Unity 4.3 has some nice 2D support, including physics, but I'm not sure how easy it would be to work into a top-down perspective. Gravity, for instance -- rather than objects falling from top to bottom they'd essentially get smaller in place (if something fell into a pit, for example). Also, will I be fighting Unity every step of the way doing procedural generation? I'll want to be able to place tiles that have collision boundaries, for instance.
Finally, imagine a top-down fighter swinging a sword. I'd like to detect a collision with an adjoining wall and stop the swing with a clang -- doable with a collision box on the tip of the sword and sinking an event when it collides with the wall's collision boundary, right? Now imagine the sword connects with a critter's elbow -- is it possible (easy-ish) to actually remove the forearm of the critter from the sprite? Like have the sprite be a combination of multiple limbs with some kind of primitive skeleton, detect the collision with the joint, and at run-time remove the limb at the joint?
Anyway, sorry for the ramble, just trying to figure out if Unity (and more specifically 2D and box physics) is a decent fit for what I'd like to do.
Thanks!
It'll be a top-down procedurally generated dungeon crawler. Probably real-time, single-PC with multiple NPC henchmen. The pace would be closer to something like Dark Souls than Diablo.
I'm pretty certain I want to use Unity for this. Not certain whether to go 2D or 3D. 3D has a distinct disadvantage for me -- I'm much more comfortable creating assets for 2D. I know Unity 4.3 has some nice 2D support, including physics, but I'm not sure how easy it would be to work into a top-down perspective. Gravity, for instance -- rather than objects falling from top to bottom they'd essentially get smaller in place (if something fell into a pit, for example). Also, will I be fighting Unity every step of the way doing procedural generation? I'll want to be able to place tiles that have collision boundaries, for instance.
Finally, imagine a top-down fighter swinging a sword. I'd like to detect a collision with an adjoining wall and stop the swing with a clang -- doable with a collision box on the tip of the sword and sinking an event when it collides with the wall's collision boundary, right? Now imagine the sword connects with a critter's elbow -- is it possible (easy-ish) to actually remove the forearm of the critter from the sprite? Like have the sprite be a combination of multiple limbs with some kind of primitive skeleton, detect the collision with the joint, and at run-time remove the limb at the joint?
Anyway, sorry for the ramble, just trying to figure out if Unity (and more specifically 2D and box physics) is a decent fit for what I'd like to do.
Thanks!