Monday, September 16, 2013

Tiles of War - Web Demo

Getting ready to submit another asset to the Unity Asset Store.

It's a pretty complete tile-based Fog of War system that automatically handles terrain and unit visibility and "ghosting".   It supports rendering fog via either Image Effect (Unity Pro only), Projector (Unity Standard or Pro), or Plane Overlay (Unity Standard or Pro).

I'll talk more about all of that when I get a chance.

Click for Web Demo

13 comments:

  1. Will this work on game that does not use tiles? But uses one big terrain? Will it have same features performance? Will it work on game with really big terrain?

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    1. This asset isn't really suitable for large, non-tile landscapes. It really is intended for tile-based games, up to 1024x1024 tiles. Its biggest benefit is that it handles many units (100s) without performance issue, making it best suited for RTS style games.

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  3. Looks like an awesome asset. Couple questions: 1) Does the map support height, or is it just one height with the ability to use different tiles to represent mountains? 2) I intend to utilize the full size of the map 1024x1024, as I want to use it as my world map on a multiplayer game, if the "supports 100s of units" is for the view area or overall, meaning if I have 1000 units moving in the world, does the 5-10 showing in the view area constitute 100s of units or will the map get impacted by what you can't see? Thanks!

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  4. The fog supports height in that it covered everything on the screen, regardless of Y axis. The "map" isn't really part of the asset, it's just for demo, and is simply composed of tile models (that could be whatever you like).

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  5. I want to make a game like the first War Craft. That is,a 3rd person player, exploring an area. It isn't tile based, but the areas are not that large. Will this work?

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    1. Unfortunately, it really is designed for tile based games. There are probably assets on the store that are better suited for what you're trying to do.

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  8. Ups, sorry for that last message. I wanted o ask if it's possible to make the floor transparent. I wanted to make a space game where the map is revealed like far away stars and nebulas.
    Greetings and good job!

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    1. I don't *think* that would work well, based on how the "fog" effect is generated (either a shader, an overlay, or projector, depending on which you select). Using any of those, though, would likely either not hide the distant objects or make them look all black.

      I haven't tested it though, but I wouldn't recommend this asset for what you're trying to achieve.

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