gfargo/GameTechII_TriFi
Folders and files
| Name | Name | Last commit date | ||
|---|---|---|---|---|
Repository files navigation
Team Name: Team Miraculous Dudes Game Title: D'Orchestra Authors: Producer: Timothy Scribner Lead Designer: Griffen Fargo Designers: Philip Holland, Steven Cannon Artist: Joshua Stowe Programmer: Chris Brough Please use Unity3D Project folder structure: ./Extensions/ // (for extensions, e.g., iTween), name must be 'extensions', otherwise iTweenpath will break ./Resources/ // (for prefabs, sounds, etc.) ./Scenes/ // (for scenes) ./Scripts/ // (for scripts [C# ONLY!]) Important! Upgrade to Unity 3.5 Public Beta: http://unity3d.com/unity/preview/download Git Help: http://progit.org/, http://progit.org/ebook/progit.pdf Controls: --------- Mouse Hover: Highlights Tiles Mouse Click: Activates Tiles Key V: Build Tower (note: a tile must be active) Key X: Destroy Tower (note: a tile must be active) ** these are just temporary controls. ** Tile Map: --------- Adding new Tiles and Editing Tile IDs: 1. Add new tiles to Unity project in: "Project > Resources > Prefabs" 2. After adding new tiles to prefabs, you must add the tile and an id to 'id.txt' in: "Project > Resources > Tiles" e.g., ID Name -------- 0, Default 1, Base 2, Void ... Tile Map Creation: 1. Create a '.txt' file in: "Project > Resources > Tiles" 2. Make a grid of numbers (i.e., the IDs associated with tiles). e.g., 0, 0, 0 0, 1, 0 0, 1, 0 0, 0, 0 Tile Map Loader Setup: 1. Add 'TileMap' script to an object that persists through the entirety of a level (e.g., the 'Main Camera') 2. Attach the 'id' and 'level-?' text asset to the 'TileMap' script in the Inspector. 3. That's all! edited by cb on 2/9/12 at 10:00 am edited by cb on 2/8/12 at 7:38 pm edited by cb on 2/1/12 at 9:01 pm edited by cb on 2/1/12 at 4:17 pm