It had fog of war, 3D terrain and viewer, many kinds of units, and a nice UI for taking arbitrary groups of units and giving them 1 or more commands. There's even a few AI projects to make smarter teams of tanks (which allows MUCH more complexity than controlling an AI). The campaign was fun, rewarding, and had a fair bit of variety. You can design your own units, each with strengths and weaknesses that reward different strategies. Open source, I believe their goal was the ultimate real time strategy, and I believe they landed pretty close to that. Good luck! You can ping me if you get stuck somewhere, I might have had the same issue and might be able to help you get unstuck. I use Unity in Windows so I can't help on the Linux front. Again since it's from 2020 there might be a couple things out of date, but it looks like it could be worth it. I was also looking for books, and the Unity 2020 Virtual Reality Projects Book looks promising, and I just got a used copy (still being sent to me). It's from 2020 and a bit outdated in a couple parts (like I think the input system changed in more recent Unity versions, but you can select the old version, it just has different names, and also I think some of the links for the controller assets were broken somehow, but I was able to download a package that had them I think), so read the comments near the top, which show timestamps and where things might be different now, but overall I was able to get things working fine in my Quest 2 device. I just went through some tutorials a couple of months ago and had some good luck with this series by Valem on Youtube. But for a classic game with limited entities, it is very performant. I initially used it, but not anymore as it was not optimized for my use case, making LOTS of new draw calls on the map every tick. You put all your graphic objects on the stage - and easelJS will figure out which one of those needs to be drawn at the current frame. It is basically flash on the canvas, but does exactly this. On a gaming PC, maps can be quite large - but on an average mobile not so much.īut I autogenerate the levels which means I can dynamically adjust size, so this works for my game.īut in general yes, you want a small canvas, the size of the screen - and then only draw what is needed. Performant enough, that in my case, I draw everything on a big map - zoom in and then move the map around, when the player moves. On average the canvas is quite performant, though. I am not sure if I understand you correctly, but since I did wrote a canvas game from scratch, I can tell you that you cannot count on the canvas to optimize anything (and likely not what you want in this case)Įvery browser does it a bit different and it will depend on the hardware and OS what optimisation features are avaiable. "I'm currently stuck on "can I count on the HTML Canvas to optimise cases where a tile is out of view or should I make a fancy system to calculate that now?"" Read the code too, the author is great about doing things like building gradient descent maps for the dungeon level and only invalidating them when the dungeon configuration changes, that kind of thing. Oddly enough, the majority of my deaths are to eels :\ "Mage" builds with a couple enchanted damage staves and a ring of wisdom are fun, but I scarcely ever find the items I need to make it work. You won't win going head-to-head with dragons. Tank builds where you've got enchanted plate and broadsword and you're smashing everything also work, but really only to a point. "Mobility" builds that let you be super choosy about your engagements are also workable (lots of obstruction, blinking, and tunneling). You can get through the game in leather armor (especially if its a special one that lets you reflect incoming spells or that lets you blithely breathe otherwise-harmful atmospheric effects). Stealth is a totally valid tactic (press ']' to turn on a view of the stealth radius, notice that spending a turn waiting reduces your stealth radius to 1/2 normal, and also I like to press '\' to turn off the dynamic light effects to make it easier to see my stealth radius). If you end up popping a bunch of life potions in the first few levels, maybe you're not being picky enough. You can see your HP (and your nutrition) as liabilities but they're also resources - if you go several dungeon levels without losing any HP, maybe you're being too picky about your fights. You don't get "experience points" for killing anything, and there's no "leveling up" (though drinking potions of life increases your max HP). Brogue is a spiritual successor to the original Rogue, where the goal is not to Kill Anything That Moves but rather to get the Amulet and escape by any means necessary.
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