I have been working on a 3rd person controller using WSAD and the mouse. The problem that I have been running into with every tutorial is the building script and the terraforming script messing with the NavMesh and most of the AI. Is this also going to mess with the AI for this tutorial as I will be using Raycasting for building and terraforming. If it won’t, where would be the good spot to jump in without trying to refactor everything?
I also forgot to mention that I will not be using a fixed camera. The camera will be controlled by the mouse.
Is this more of an RTS?
In terms of building and terraforming at runtime, you’ll need to use the advanced NavMesh tools to rebake the navMesh or the AI will wind up walking right through your new buildings and terraformed mountains. Just about any direction you take with the course and 3rd person control is going to require some refactoring, as components like Mover and Fighter are pretty married to the point to click/navmesh method of doing things. That doesn’t mean it can’t be dne by any means, and several students have done it.
Thank you for your fast reply. No this is not really an “RTS” per say. I have always wanted to build a game and I am just now diving into it. Please let me know if I am in the wrong are or if there is a better tutorial. In essence, I am building a sandbox game or “MMO” type of game that is mixed with RTS style of game play.
My idea is a massive world that the player can roam, purchase land and build fortress. The object of the game is to build some type of fortress that protects your citizens from dragons and other big “Boss” enemies. You would have to recruit friends to help build it and that’s why I am needing a good tutorial for inventory, status system, shops etc. I purchased the shop tutorial, this RPG tutorial, the inventory tutorial, the multiplayer tutorial. All these to help me get it done.
As you can probably tell, I am still new to unity and game development, hence that’s why I am here. ha ha. I will look at what will need to be changed for movement and fighting. I am mostly using this tutorial for the Inventory and status systems and shops.
My suggestion first and foremost is to go through the entire course before embarking on your larger project. Make sure you understand the scripts well as you go. The key to success when it comes to applying what we’re teaching in the RPG course is a good strong understanding of all the of the major scirpts and how they work.
For example, in the Core Combat course, it’s vital you understand the relationship between the components. To make the player a Move by keyboard game, you need to create a different Mover (but your enemies still need the existing mover!!) and a variation on the Fighter (but your enemies still need the existing Fighter). It may seem like it’ll be more work if you wait till the end, but if you have a strong grasp of how the system works, it will be significantly less work.
The side benefit of doing a real deep dive in the course is you’ll be improving your C# skills, even on a second pass of material you’ve already completed.
I will do that. I have noticed that many things seem to be shared. I did not even think about the player sharing scripts with AI. That could have been my problem from before. Thank you! I will finish the course and show what I have learned. BTW, will there be any type of course for terraforming or world generation. I have what I need from using youTube tutorials but I have noticed that this tutorial seems to be closer to what a programer would actually use.
We don’t currently have a course on this, no. I recommend Holistic3d’s course on procedural world generation.