Search Unity

Looking for Turn Based Tactics Assets

Discussion in 'General Discussion' started by Lightrail, Jul 28, 2018.

  1. Lightrail

    Lightrail

    Joined:
    Apr 12, 2013
    Posts:
    35
    So I've been mulling over the idea of making a turn based tactics game so I took the Unity Asset Store to see if their was something I could use as a base for prototyping some ideas. I'm pretty peculiar about how the maps should look and work (I'm an artist first, programmer last, lol) and I've taken a liking to how games like Disgaea, Final Fantasy Tactics, Mario + Rabbids and XCOM create their maps with verticality in mind.

    The most popular asset it seems is the Turn Based Strategy Framework: https://assetstore.unity.com/packages/templates/systems/turn-based-strategy-framework-50282
    This one looks nice and simple but none of the examples show height based nodes in their maps.

    Another one I was looking at is MapNav2: https://assetstore.unity.com/packages/tools/mapnav-2-27837
    Looks to be another popular one and has examples I'm leaning towards. It just seems the developer is focused on other assets.

    I've already looked into the Turn-Based Toolkit (https://assetstore.unity.com/packages/templates/systems/turn-based-toolkit-tbtk-10686), but they already confirmed on their forums they don't do height nodes for their pathing.

    I'm also unsure if it'd be better to build the maps with ProBuild/ProGrid or build the maps in Blender. The former seems like the best solution, but if I wanted to integrate custom models as well (like buildings, vehicles, etc) how those would integrate with the above assets.

    I guess I'm mostly looking for grid-based pathing and a system already designed to figure out things like AoE abilities terrain and the like.

    If anyone has experience working with the above assets I'd greatly appreciate knowing your thoughts on using them and what you were able to achieve. Or if you have any information on an asset I'm overlooking. I know there are a lot of tutorials on doing it yourself, but right now I'm curious of what's already out there.
     
  2. Kondor0

    Kondor0

    Joined:
    Feb 20, 2010
    Posts:
    546
    I used the previous version of Grids Pro for my latest game and it was pretty good for my requirements, it needs good coding knowledge though.
     
  3. Lightrail

    Lightrail

    Joined:
    Apr 12, 2013
    Posts:
    35
    I looked into that as well, but it looks like the dev has fallen off the grid from the sound of some of those latest reviews.

    EDIT: Pun not intended.
     
    Last edited: Jul 30, 2018
  4. Kondor0

    Kondor0

    Joined:
    Feb 20, 2010
    Posts:
    546
    Woah, I didn't notice reviews went to hell. Welp.
     
unityunity