Healthbar Rehash Development UnityEditor Screen Capture

Progress Update #11

December 18, 2016 nebulus 0

Masters Of Conquest Latest Improvements AdminTools: Login override toggle. TestManager: Network Scenario 1 (Raise fallen shrine) TestManager: Network Scenario 2 (Raise fallen shrine, spawn anchor, toggle anchor orbit) DebugTools: Master/Admin login override. PhotonNetwork: Revisit New […]

AI Orbit Path Development UnityEditor Screen Capture

Progress Update #10

December 18, 2016 nebulus 0

Masters Of Conquest Latest Improvements AdminTools: Select Interface Path marker next marker toggle. PathManager: Created PathMarker GameObject container. PathTools: Fix bug with select closest marker. PathManager: Extended path management, AbandonPath should now remove old path reference, […]

AI Path Development UnityEditor Screen Capture

Progress Update #9

December 17, 2016 nebulus 0

Masters Of Conquest Latest Improvements Shrine: Fixed bug where Anchors spawn not synchronized with AI position Anchor: Figured out proper ReorientSelf Algorithm. Next Steps PathManager/Anchor: Explore path development. PathManager: Create PathMarker GameObject container. PathManager: OnAbandonPath remove […]

Path Marker AI Development UnityEditor Screen Capture

Progress Update #8

December 16, 2016 nebulus 0

Masters Of Conquest Latest Improvements MainMenu: Implemented Login Override for faster troubleshooting. TestManager: Implemented basic setup with capabilities to run simulation scenarios. DebugTools: Acquired ability to turn off debug rays. GameState: Added configuration for auto test […]

Play Entertainment Development Team

Progress Update #7

December 15, 2016 nebulus 0

Masters Of Conquest Latest Improvements AdminTools: Fixed issue with targeting on Macro Scenario. PathManager: Reimplemented orbit path generation. PathManager: Implemented functionality for generating explore paths. Anchor: Implemented explore command. Anchor: Implement find path command. PathManager: Moved path […]

Dragon Shrine Unity Editor Scene Screen Capture

Progress Update #6

December 14, 2016 nebulus 0

Masters Of Conquest Latest Improvements Wyvern: Fixed walk animation. Wyvern: Fixed issue with OnTrigger event for path walk. Spyder: Fixed walk animation. Anchor: Implemented find closest path mark. AdminTools: Implemented scenario auto circle walk (Settler and […]

Progress Update #5

December 12, 2016 nebulus 0

Masters Of Conquest Latest Improvements AdminTools: Selected AI, set target PathMark action. AI: Reorient Self. AI: Circle walk. Anchor System: Anchor; NetworkAI; AI controllers started. Anchor Spawn: Implement AdminTools action, Shrine hookup. Anchor: Reorient self. AdminTools: Anchor […]

AI Path Debug Development UnityEditor Screen Capture

Progress Update #4

December 9, 2016 nebulus 0

Masters Of Conquest Latest Improvements AIPath: Sets up markers, their colliders and relevant behaviours. AIPath: NotifyAI when PathMarker and AI collide PathMarker: Detects when the AI is on top and delegates action. PathMarker: At collision […]

Play Entertainment Development Team

Progress Update #3

December 8, 2016 nebulus 0

Masters Of Conquest Latest Improvements TargetFinder: Fixed issue with targeting undetectable structures. Shrine: Added circular progress bar, graphic and functionality. Shrine: Added OnSpawnPointActivated delegate. Shrine: Got rid of genAIList, setAIList and falAIList and transitioned to […]

Vampire Unity Engine NPC Anchor Setup

Progress Update #2

December 8, 2016 nebulus 0

Masters Of Conquest Latest Improvements Vertex Painter: Prefab Brush improvement, auxiliaries will now be properly aligned with the planet surface Vertex Painter: Last used value will now save (radius, count, asset) Vertex Painter: Cluster behaviour […]

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