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Question Best way to make parts of terrain "buyable"

Discussion in 'World Building' started by BlackImpulse, Nov 9, 2023.

  1. BlackImpulse

    BlackImpulse

    Joined:
    Apr 14, 2020
    Posts:
    3
    Hello,
    I´m not sure if I´m right here, but I was thinking about how I can make a world with terrain and then partially make it sellabe to players. So for example I thought about a Town where you can buy little spots as player and only build there youre buildings.

    What would be the best way for it?

    Thanks :)
     
  2. ShilohGames

    ShilohGames

    Joined:
    Mar 24, 2014
    Posts:
    3,012
    Is this for a single player game or a multiplayer game?
     
  3. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,280
    This question involves a full vertical stack of a terrain purchasing and placement game.

    Start with MUCH smaller pieces!!

    Your first question should be "Can I visualize an owned piece of terrain differently?" The easiest way is by color, so start there. Investigate ways of coloring whatever world you have, or swapping out pieces of the world from one color to the other.


    I like this fellow's one-step-at-a-time approach, asking yourself "Can I...?"


    Imphenzia: How Did I Learn To Make Games:







    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!


    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

    Finally, when you have errors, don't post here... just go fix your errors! Here's how:




    Remember: NOBODY here memorizes error codes. That's not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

    The complete error message contains everything you need to know to fix the error yourself.

    The important parts of the error message are:

    - the description of the error itself (google this; you are NEVER the first one!)
    - the file it occurred in (critical!)
    - the line number and character position (the two numbers in parentheses)
    - also possibly useful is the stack trace (all the lines of text in the lower console window)

    Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

    Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly? Are you structuring the syntax correctly? Look for examples!

    All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum.
     
  4. BlackImpulse

    BlackImpulse

    Joined:
    Apr 14, 2020
    Posts:
    3
    Hey, Thanks for your answer. I thought about to make a multiplayer game out of it :)


    Thanks you too :) But I don´t get errors. I just simply got no, I name it, Entry. I know how to find out stuff. At the moment, I implemented Netcode already and make progress on the World-Prototype, on the movement, some little AI and stuff like this. There will come a lot more in future. My Problem or my thought was "What of Kinds, what possibilities do I have to make a land purchaseble"

    I thought about, to simply add empty gameobject, with an Box collider for one area. But what If I maybe have to place 20 or more Colliders? So maybe I thought, is there a option to paint it, like a mask? So I got different shapes of areas and not only squared ones.Is the terrain the best option? Can player modify or bulldoze/smoothen the area? (this I will look up)

    I know there multiple ways of doing stuff, but my first question is, what of option do I have, so that I can choose the best one.

    I think just placing some colliders would be a bad idea, in case of calculating the price (if you have multiple colliders as one area), also there no "round" corners.

    Maybe this makes the Entry question a bit more precise.