![]() You can turn off the display’s touch feature while reading to eliminate accidental page turns. The all-new inkBUTTONS™ mechanism makes buttons more consistent in how they respond to your touch making reading more comfortable. The page turn buttons are essential to deliver the best reading experience. InkBOOK Classic 2 now includes a touchscreen interface, which makes it easier to use. It lets you install third-party applications so you can access as many bookstores as you like. New Vector3Int(p_pos.x + 1, p_pos.Unlike other ebook readers, inkBOOK is not locked to only one retailer. if y is odd, we need to add the sw (x+1)(y-1) if y is odd, we need to add the nw (x+1)(y+1) New Vector3Int(p_pos.x, p_pos.y - 1, 0), if y is even, we need to add the se (x-1)(y-1) if y is even, we need to add the ne (x-1)(y+1) New Vector3Int(p_pos.x, p_pos.y + 1, 0), So my code for adding neighbors basically looks like this: static List AddNeighbors(bool p_isHex, Vector3Int p_pos) If the y-value of the cell is odd, then the NW and SW cells have the same x-value.If the y-value of the cell is even, then the NE and SE cells have the same x-value.What are the actual coordinates of those neighbors in the Unity Tilemap implementation? So for a hex-grid, we only have to place two more entries into the open list than we would if it was a square grid! In a square-grid you have four neighbors. the first step in that loop is to add the current cell's neighbors into to the open list. Then we loop through the cells in the open list. (The open list is just a list of all the cells we have noted that we want to do some calculations on and the closed list is all the cells we have already done some calculations on.) it handles hex-grids beautifully".īasically, the algorithm tracks two lists, the " open list" and the " closed list". And as I should have expected, the answer is "beautifully. Are the various terrain costs appropriately balanced?īut the big question before I started was the question of how well the A* algorithm would lend itself to the hex-grid.How do you account for dynamic objects?. ![]() How often are paths recalculated (again, for performance)?.What are the limits of how long a path can be for performance reasons?.Are all baddies really that smart (for suspension of disbelief or gameplay reasons)?.Of course there is a lot of nuance that goes into all of this after the basic implementation. For a description of our game music needs, see this post: Game Music Composer: We need a selection of game music to accompany the various gameplay states. Here is an article that describes the art we're looking for: Something similar to the kind of portrait you see to the right.ĢD (Pen/Ink) Book Art: We also need artwork for in-game literature. Narrative Writers: While we will eventually need writers for in-game quests, we are currently in need of short stories (approx 5-15 paragraphs) to help build out our in-game literary collection.ĢD (Pen/Ink) Portraits: We are in need of black & white portraits to be displayed in character conversation/dialogue boxes. Pixel Artist(s): We're looking for a pixel artist(s) to help build our world and define the style. Needed (for contract, commission, or partnerships): This drives toward a variety of design and art decisions that must be made. 3 Meter Gaming: This is an experience you should be able to enjoy from your couch on a large TV (as well as sitting in front of your PC).So that means simple controls (D-pad) and a UI that supports it. Platforms: Initially built to run on PC and cheap consoles (think FireTV) with later support for the others.Art: Old-School 80s/90s with simple pallets and 2-3 frame sprite animation supported with 2D black & white line art.Maps: Classic Dungeons & Dragons style tiles ( Hexagonal for Wilderness, Square Grid for Dungeons).View: 2D top-down with hidden line-of-sight (think Ulima IV: Quest of the Avatar).
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