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From Topic: Bomberman 64 Remake
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ScreenOfDeath
Bombertrainee

Status: Offline

Joined: 08 Jan 2012
Posts: 37
Post#37  Posted: Fri Aug 22, 2014 8:19 am  Reply with quote + 
So, no more Hi´s at the begining of a reply :D

Let´s begin with the decision of using Unity3D.
Unity3D is multi platform compatible with one single click - so this is very attractive for me.


I´m converting my C++ project to Unity and using C# for coding.
Converting the assets are sometimes very annouying - Blender has a bug in his fbx exporter.

I´ve already imported the first green garden part - and modifing it to my needs.
Bomberman can walk and his animations are currently 25 % done, so there is a lot of work to do.

The whole bomb behavior isnt coded yet - players can only spawn (all type) bombs.

But the AI part is going to speed up - I can use nav meshs instead of raycast checks.
Thus, there is a new behaviour for enemies with a simple new script possible.

Unity uses a WYSIWYG editor - so everything is going to speed up if I already have a working version of the current C++ version of this project.

Explosions are going to be a cartoon style - not as seen in the other Bomberman games,
but something new.

The camera is fixed to the player, thus new views of the maps are possible.


After my finals for this semester, I have much more time for this project and could post a new video of the Unity version of the Bomberman 64 remake.
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