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Games Lords & Peasants - Medieval City Building RTS

Discussion in 'Works In Progress - Archive' started by InvertedCat, Apr 16, 2017.

  1. InvertedCat

    InvertedCat

    Joined:
    Apr 16, 2017
    Posts:
    22
    Lords & Peasants is a medieval real-time strategy and city building game developed by Inverted Cat Games. It has both single and multiplayer modes with up to 16 Players. Start out as a lord of a small village and develop it into a prospering city. Manage your city and rule over the peasants. Forge alliances and intimidate your enemies. Recruit an army and conquer the lands to create your kingdom.


    Screenshots:

    Plato64 2017-04-16 20-57-16-02.jpg


    Plato64 2017-04-16 23-42-18-47.jpg

    Plato 2017-04-15 01-43-13-12.jpg

    Steam Greenlight: http://steamcommunity.com/sharedfiles/filedetails/?id=887039804
    Twitter: https://twitter.com/LordsPeasants
    Website: https://invertedcat.com/lordsandpeasants/


    We will be posting updates in here as well, going in-depth about how we are using unity during development.
     
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  2. InvertedCat

    InvertedCat

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    Apr 16, 2017
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    Dynamic Terrain Trails:



    If the gif above doesn't load: http://i.imgur.com/kD1lleg.gifv

    Here is an example of how we are using dynamic path trails. It checks where peasants have been moving and then modfies the terrain control texture accordingly. Note that this is very slow with unities default build-in terrain shader, so it's best to use a custom one (we used RTP3 which works well and looks nice).
     
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  3. Master-Frog

    Master-Frog

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    Snazzy
     
  4. InvertedCat

    InvertedCat

    Joined:
    Apr 16, 2017
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    Terrain.SampleHeight on the GPU

    It is possible to adjust the position of moving GameObjects on terrain efficiently. The CPU way would be to call a Terrain.SampleHeight per Frame, which is every inefficient and scales badly. The alternative is doing the work inside the shader so it happens on the GPU which is incredibly fast.

    Debug View:
    upload_2017-4-19_14-2-22.png

    The outline is the actual GameObject location, what you see walking on top of the terrain is shader magic.
     
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  5. msurma

    msurma

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    Dec 16, 2016
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    Cool, but in this case physics can not be used at all. Right?