Home › Forums › Programming › Drop7 clone in Unity3D
- This topic has 2 replies, 2 voices, and was last updated 11 years, 11 months ago by
Anonymous.
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October 16, 2011 at 10:16 am #8236
Anonymous
InactiveI’ve posted the source code online for a Drop7 clone I’ve been working on using Unity3D; I was looking for something I’d be able to do myself in its entirety to exercise what I thought I understood about various things, and I was playing a lot of Drop7 at the time (if you haven’t played it- it’s a great timewaster), so a lightbulb went on and here we are.
I figured I’d tidy this up more before I released it but under the circumstances I won’t have the time, so I thought it best to just get it out there in case anyone wants to poke around it. I’m quite happy with the general feel of the thing; it’s solid and snappy. The code suffers from having had several rewrites inplace though.
Project is hosted here: https://code.google.com/p/unity3d-dupe7/
There’s a link to a webplayer version on: http://www.colinbarrett.net
Two things to note:
1) In spite of using what the manual implies are Pro-only functions (GL.LoadPixelMatrix), the project appears to work fine with the free Unity3D; possibly the manual is out of date.
2) The free Unity3D will delete all of the source control metadata (another Pro-only feature) when the project is opened. If you’ve checked out from subversion, it won’t like that (svn needs to intermediate file operations). Probably best to ‘export’ the project instead, then manage your own version control locally. -
October 16, 2011 at 11:25 am #47530
Anonymous
InactiveCool – one of my favourite games – very true to the original port – well done! I guess forcing Unity to do 2d well and getting all the small touches (flashes, icons, rising points) in place must have added to the work. Any general comments on Unity and 2d?
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October 16, 2011 at 11:55 am #47531
Anonymous
InactiveThanks!
2D in a 3D engine is always a little tricky; you have to create textured planar geometry and position it according to a transform hierarchy. Not so hard in itself, but then there’s the headache of supporting resolution independent presentation and texture addressing differences between Direct3D and OpenGL, along with material batching considerations.
If I just wanted to make a 2D game, I would’ve been better off with Flash I think. But I also like the Unity3D editor and programming in C#, so there’s that to weigh against. I guess there are Unity extensions for doing sprite oriented stuff too; I didn’t look into those.
The small touches are mostly done with Unity animations; when I started, I was biased towards doing things like that in code, but you can get more done in less time if you knuckle under and figure out what you can express purely as data. Heaps easier to tweak, too.
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