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TBTK


TurnBased-ToolKit (TBTK) is a an easy to use and flexible Unity game engine coding framework designed for construction of turn-based tactic game. The aim of the toolkit is to allow as many variant of turn based game as possible. It's designed with integration of custom asset in mind. The toolkit is written with non-coder in mind so no coding skill is required to use it

The various level setup in following demo should gives a glimpse of what TBTK is capable of. Please note that due to the multiple game rules combination that are supported by the toolkit, the levels in this demo are only some of the setup available. There are other possible setup.


The demo are constructed using Unity default and standard asset, as well as custom asset made specifically for this toolkit. All asset seen in the demo (with the except the skybox) are all included in the package. Each scene in the demo are available as example scene in the package.


Some notable features of TBTK:
  • Emphasise freedom of design, tons of customization option to accommodate wide variety of design.
  • Flexible grid system support both hex and square tile, can be edited manually or generated procedurally before or during runtime.
  • Flexible game logic that support customization on many aspect of the game rules, turn/round logic, unit movement/attack rule, etc.
  • Experiment with various game enchacing system like Fog-of-War, cover system.
  • Create, place or procedurally generate collectible item to enhance game play
  • Customize each unit with a huge range of stats and powerful customizable unit's ability system.
  • Ability system to add strategic depth. You can add/edit abilities for each side on the grid
  • Built in perk system, build a simple shop or a full fledged tech-tree. Each perk can be customized to provide different bonus/effect.
  • Built in AI that support multiple faction on a grid. Hotseat multiplayer is supported too.
  • Streamlined editor that make you life easier handling vast amount of customization.
  • Mobile Compatible.
  • Full C# source code included.
This is a simplified list because it's simply too long to list all of the features. If you have any question to like to know about certain things, please don't hesitate to contact me. Here are some link that you might be interested, check them out.  :)


>> tutorial video coming soon <<



>> Overview video coming soon <<


Following are screenshots taken from the default TBTK demo. All assets with the exception of skybox are included by default package unless stated otherwise.
 







 



 

Thanks for reading!!

118 comments:

  1. Do you need the full version of Unity to use this or can it be used with the Demo version of Unity?

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    1. No, you dont need UnityPro, just the free version will do. I'm using free version myself. :)

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  2. Will this work with iOS, Android and Windows devices?

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    1. Yes. I've tested it on both iOS and Android. However it's never tested on window devices.

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  3. Hello Song,

    Would this package support a game where you can roam the world map freely (using the hex navigation 'behind the scenes') but when you encounter enemies the game switches to a turn based combat mode? Think Final Fantasy without the game warping to a separate battlefield.

    Thank you!

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    1. It wont work like that right out of the box. But with sufficient modification it's certainly possible. I'm working on a game which work just like that.

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    2. Thank you for the quick reply! Since you are working on something similar - has it required a major overhaul to what TBTK provides, or is it more adding in some classes and checks before it dives into the normal turn based mode that TBTK has built in?

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    3. It depend on what you need exactly. To make it work on a basic level (transition of world map to combat (TBTK) then back to world map), require only relatively minimal amount of modification. But it depends on the overall design as well. My project is relatively simplistic in term of the world map (imo) and in many respect designed with the plan to integrate TBTK in the first place.

      Basically I squeeze a full pre-made TBTK scene into a prefab which load when the battle start, and delete the prefab when it's done, after calling function for world map to resume game play. Other then that, it's simply loading unit into the combat from the world map. For that, TBTK has a built in facility to simplify the process.

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  4. Thanks so much, Song. I will be picking this up tonight - sounds like a great package that, from what I read, isn't too hard to adapt slightly. This will be a big time saver!

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    1. In that case, I thank you in advance. Feel free to let me know if you need any assistance. :)

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    4. I got the plugin and am tinkering around, trying to get my units to work. I set up a warrior unit, and I can deploy him and he moves around, but when I go to attack he just turns toward it and does nothing. If I end the turn, the AI players just sit there and it hangs forever. I have assigned the 'empty' effect for the projectile. Other animations work, but the attack animation I have chosen never plays. Any thoughts?

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  5. Hi Song, picked up your toolkit couple days ago but I had a few questions.

    I was wondering if there was any way to adapt your scripts to enable diagonal movement in the square tiles? On that note, I'm not too clear on how exactly you're calculating distance and walkable tiles in your GridManager script. My game requires a lot of units to have special movement rules including things like charge where they have high move values as long as it is in a straight line so any sort of documentation on how to edit this would be immensely helpful!

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    1. Thanks for using TBTK! :)

      Diagonal movement are partially built in but are not enable ( I forgot the exact reason why I disable it ). You can set the variable enableDiagonalNeighbour in GridManager to true to enable it. It's not shown in the custom inspector so you will have to edit it by using the default inspector. But by doing so you will need to update the distance calculation to match. Which brings me to your next question.

      For squre-grid distance calculation, I have use Manhattan distance. This is to keep the calculation consistent with the rule where user/player can verify visually (3 means 3 tiles away but not any tile within metric distance of 3). You can find the calculation in TBTK_Class_Grid.cs, GetDistance(). It's relatively simple so I dont think you will need any documentation for that. For walkable distance where obstacle in the way are taken into account, that is calculated using A* algorithm.

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  6. Thanks for the quick reply! Got diagonals working and I had failed to notice the Class_Grid script so the calculations definitely make sense now.

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  7. Question-is there a reason why the cover mechanics are in squares rather than hexes (as in, does not work in hexes), or is it just to match Xcom's style (as it is the origin of the cover mechanic involved)

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    1. For your information, the cover system works in hex tile too.

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    2. This answer came quicker than expected XD

      The system looks really nice. I'm seriously considering buying it. (the other option is to learn making my own hex tiles battlefield...)

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  8. Song,

    I have TDTK and I love it.. great tool for Tower defense style games. I had a quick question about TBTK.. does it support height in the terrains? From a movement and combat standpoint? Or does it require the gamefield to be completely flat?

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    1. While you can have height difference across the grid, the combat and movement mechanic doesnt take consideration of that. Also if you choose to have the grid with different height level, it's going to limit the grid size. So it's preferable to keep it flat, if you like a big grid (anything bigger than aprox 40x40).

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  9. Go it. Smaller grid would be fine. Does the game retain any of the height logic when passing data? I'd be fine modifying the code to do what I need as long as there's a concept of height.

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    1. Strictly speaking, the framework doesnt account height at all. You have the option to adjust individual tile height and that's about it. Anything else you will have to add/modify yourself.

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  10. Btw no demo of the toolkit like tdtk?

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    1. You mean webplayer demo? The link is in the top of this page. Or at the asset page. Or the support forum first page.

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    2. No I meant a Unity demo package. :) No problem though... i had already played around w/the web demo.

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  11. Hi, Song. Great job! Does your toolkit support passive abilities? Like "Leader ability" that increases attack for all neighbor units.

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    1. At the moment, no. It's a good idea so I might consider adding it in the future. But there's no telling when.

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    2. Hi.
      Found a bug in TBTK_Class_AttackInstance on line 146
      damage=GameControl.GetCounterDamageMultiplier();

      I think you forgot about *
      Should be:
      damage*=GameControl.GetCounterDamageMultiplier();

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    3. You are absolutely right! Thanks for pointing this out. :)

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  12. Hello, I have two questions:
    1) Are there any plans for NGUI support?
    2) Is there an inventory system so that TBTK can be used for RPG-style battles?

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    1. 1. Unfortunately no, support for NGUI has been stopped since TBTK2, after the release of Unity4.6. All support for UI has been switch to default uGUI. That said, you can still rebuild the UI using NGUI as both of them are pretty similar.

      2. Sorry, there's no inventory system.

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    2. Thanks for answering, Song. It's still a great package and I'll consider buying it, even without those. :)

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  13. Hi Song, first off thanks for making this it looks great. I do have a couple of questions.

    1. for the unit manger and editor etc. is it possible to have more than one unit in a squad? Like you have a group of 10 units, each taking up their own square/hex but they move together as one unit.

    2. Is there a way to make each unit take up more than one square? Like say I want some big giant tank and it takes up a 3 x 4 or some super infantry thing that takes up 1.5 square etc.

    basically is there a way to change their "footprint"

    Sorry if this doesn't make any sense lol. I have zero knowledge of programing and that's what is so interesting about TBTK, it seems like I might be able to get the idea I have into some kind of working concept.

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    1. Hi, to answer your question:

      1. I'm not quite sure what you mean. Something like the land units in civilization? Either way, it's not supported by default. While in term of game mechanic, a grouped unit is similar to a single unit. After all it is simply down to how you interpret the unit's HP, since they all share the same position and movement. Say a group with 5 hp at full has 5 unit in it and another group of similar type with 2 hp will only has 2 units in it by proportion. What missing the the framework is how to visually show different number of unit in the group. Since that is subjective to the model, it's very difficult to have a universal solution that applies in most case.

      2. Again, I'm afraid by default this is not supported. It assume 1 unit occupies 1 tile at any given time. The only way it is possible would be to modify the code.

      I hope that answer your question.

      2.

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    2. Odd, I thought I set this up top notify me lol. Oh well, Thanks for the answer.

      I was thinking not like Civ 5 where they all share the same square. Instead a unit with 5 hps would take up 5 squares, each guy takes his own square.

      2. Well that's to bad, any kind of modifying code I'm sure is well beyond me lol. I still am going to get it though and mess around with it to see what I can do, once my new computer gets here that is.

      Thanks for the help.

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  14. Song, this is a great kit. I have encountered what may be a bug (or I've set everything up wrong!) I've created a new hex scene (20X13, so not too big) and placed a few units. Sometimes while playing, the AI will move a unit and then freeze, as though it's trying to figure out what to do. Any thoughts, or additional information you need?

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    1. This may have been a bug I've fixed. When did you last update your package? I've just uploaded an update 2 days ago. Try update your package and see if the problem persists.

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    2. Song, you must have uploaded the update right after I bought and downloaded the kit! After downloading the update, I haven't seen the problem resurface. Thanks for your hard work!

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  15. does this have saving in it or will i have to script my own in it

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    1. Unfortunately there's no saving functionality built in. You will have to code your own save system.

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  16. Hi, awesome kit etc. One question tho: in the old version (pre 4.6 ui update) i was able to grants bonuses (+crit, dmg,regen etc) to single tiles in the grid editor. Is this feature coming back?

    Cheers

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    1. Thanks. I'm afraid that's no plan to do that atm. However it's worth mentioning that you can still give bonus to the tiles, but you will have to do it by selecting individual tile object and edit it in inspector.

      I'll see if I can add the editor interface when I can. However it's pretty tricky to make a meaningful interface that shows all the stats bonus on the grid for editing it. Until I can figure something out, I'll probably put it on hold.

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  17. Quick questions about attacks. Do all attacks always hit the intended target? Is there any plan to implement an accuracy system (handled almost exactly like critical chance)?

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    1. No, normal attack dont always hit. Like critical hit, it's determined by the unit's hit chance. There's also a dodge chance which determine how likely a unit would dodge the attack when attacked. There are also other factor that might affect the outcome of an attack, such as cover and buff, if there's any.

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  18. Does this support 2d? It looks awesome!

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    1. Thanks! It's not built with 2D in mind. But with some modification or certain camera angle, there's no reason why 2D wouldn't work.

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    2. Awesome! I bought it a few days ago. I was wondering if there is any plan for controller support?

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    3. I'm afraid not. There's no plan to add controller support. To be honest, it's something I'm not familiar with and don't use personally.

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  19. please tell me how can i find grid painter in tbtk2,because i need defend modifier for grids thank you,Sanjin

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    1. It's with GridManager, just like how it's in older version. But unfortunately you can't modify any stats modifier on the grid in this version. Not with GridEditor anyway.

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    2. do you intent to implement that in future versions of tbtk,because i think that is wery important element of tactics thank you,Sanjin

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    3. I might consider to do that. But frankly I'm quite busy with other project at the moment so I can't say when I'm going to be free. So I can't promise when that is going to be happen. I hope you understand.

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  20. I would like to buy this asset to experiment with but the price is out of my range. Will this asset ever go on sale in asset store?

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    1. I'm sorry but I'm afraid I've no plan to put this asset up for a sale in the near future. Beside, even if I do, it's not up for me to decide. I cant only give the asset store permission to put it on sale. It's up to the curation them to decide which item to go on sale.

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  21. I will hold off purchase until I actually have a full turn based game design. The asset looks great though, hope you continue to add new assets to asset store.

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  22. Is there a way to make perks mutually exclusive? so if you choose one perk you may not choose another.

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  23. Hi, first of all thanks for this great package; it is
    exactly what I was searching for. I want to add 4 power-ups
    to the game which do different effects. I want a cube or
    something that when the tank collides with it, the power
    up is activated. The problem is how do I extract the value
    that I want (eg. move range) from the scripts and then
    change it on collision with the cube or something else? Thanks

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    1. Depend on what value do you need exactly? The unit stats (move/attack range)? distance on the grid? Can you please clarify which is it that you need?

      Also can you please send me an email instead. It's easier for me to give you any detail explanation.

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    2. I sent you an email on k.songtan@gmail.com with a more detailed explanation. Thanks

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  24. i am 3d2d artist not a programmer
    also how easy would if be for someone like me that absolutely 0 programming knowledge
    to make a quick build with it?
    but wanted does your template include have these
    1. noticed all of the objects/characters use range but what if wanted to have some melee in it
    you know like swords and such...think final fantasy tactics does the template have that option?

    2. hmmm is the UI easy to costumize?

    3. are active and passive skills available in the template? since i had game idea that would
    invovle active skills , passive skills etc

    4. well one of my ideas was for a turn based rpg...so i guess youll probably know i would ask
    if theres leveling in this template?

    anyways my email is recoveraikenpe@gmail.com

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    1. How easy it would be to make a quick build would be a total subjective question. It depends on what you mean by quick build. If yon mean just any playable build, it can be pretty easy. However you want to change/add a significant chunk of game mechanic, it could be as demanding as building the game from scratch, obvious with less work involve.

      To answer your specific question:
      1. Yes you can do melee attack.

      2. The UI used standard Unity UI so it depends on how familiar you are with it. For a start you can rearrange most element by just drag it around in editor. However to change the way it work, you will need scripting.

      3. There are active skill for the unit and passive buff in the form of faction wide perks. Try the demo and you'll see

      4. There's no builtin leveling system. However it can be added with some simple modification. In fact the demo is one example of such case.

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  25. How easy would it be to make this multiplayer?

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    1. The framework already support hot-seat multiplayer by default so I take it you mean network based multiplayer?

      Unfortunately I can't comment as I have very little understanding when it comes to network multiplayer. I imagine depends on your skill to a very large extent. At any rate, I'm sure that it won't be straight-forward.

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  26. Hello Sir,

    Before I get ya pack, I have a question mon. Is it possible to add buildings? such as research lab for the perk and barracks to train warrior, something kinda like Civilization 5, and a base where the player need to protect (The main city per say, mon.) Please reply to my email rhanddy.rivas@gmail.com. im looking forward to work with this mon, please let me know asap.

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  27. the toolkit is great. I just cant figure out the spawn system, cant get anything to spawn in game. also, is there any way to make unit deployment for both teams randomized?

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    1. To spawn additional unit during runtime, you will have to use your own script. You can call your instantiate the unit object, place it on the grid then call FactionManager.InsertUnit() to have the system register the unit.

      To randomize unit placement for player's team, you can uncheck EnableManualUnitDeployment in GameControl. The game would auto deploy the starting unit randomly on the grid. You will still need to define deployment area for each faction on the gird. You can do so using GridEditor.

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    2. thanks so much. really helpful. yall keep up the great work!

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    3. ive defined a spawn area and such and still no luck. if I use a prefab unit with a mesh renderer they show up no problem, its the sprite renderer component that seems to be causing the issue. any suggestions?

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    4. Please note that spawn area and deployment area is different. Spawn area is area where procedural generated unit can be placed on when the grid is being generated. These spawned unit position is fixed and cannot be changed at the start of the game. Deployment area tho, is for starting unit that is not on the grid, hence they need to be deployed to the grid at the start of the game.

      The toolkit is designed for 3D unit by default hence you are expected to use 3D mesh for the unit. You can use sprite of course. But you will have to take extra care making sure they face the camera properly so they are visible You might need extra scripting in some case. You can check if the sprite based unit are there by checking if their existence in hierarchy tab and in sceneview rather than just looking at gameview. (Tip: double click the object on the hierarchy tab with scene view open should focus the object in sceneview, you can then rotate around sceneview and see if its visibility)

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    5. ive figured everything else out, its working great. but I cant figure out how to change the spawnarea? im selevcting it in the grid editor but nothing happens.

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  29. Hi, there!
    Would this toolkit be viable to use for a sprite-based game? Maybe using it through Unity2d?

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    1. You should be able to. In some case you might need to do some modification (to force the sprite to face the camera and and stopping them to rotate when they are no suppose to). But in principal, there's no reason why the base mechanic won't work. Hope this answered your question.

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  30. Can you add cover animation to units?

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    1. I'll see what I can do in the next update, or the one after. Unfortunately I really can't promise anything. For a start, it's quite tricky to do a cover animation solution that would work universally. Plus, I've got plans over the coming few weeks and I'm going to be pretty busy.

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  31. Hey man, great job with your toolkit!

    Is there any way an unit can have field of view by default? how hard would it be to implement it?

    (by FoV I mean have certain tiles by "hidden" from view, and only tiles around the unit being visible)

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    1. Thanks.

      I take it by FOV you mean only tiles within the viewing angle in front of the unit? Instead of around it?

      If there's no angle restriction, so that's basically range of view. This is supported by default. You simply adjust the value of the unit's 'sight' in UnitEditor.

      If what you really mean is FOV, then it's not supported by default. If you know your way around the code, it's not too difficult to implement. The functions to check if a tile is visible to a unit/player is in FogOfWar class. To add FOV, you will need to modify those function so that they take account of the unit's facing (basically add another condition to see if the tile in question is in the unit's view angle). The tricky bit imo, is add the interface/control/display that allow user to check a unit FOV or change their facing, assuming you are going to facilitate that.

      Hope this help.

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  33. Hello. I get ready has to buy your pack next week but i have a last question at first.
    Even if i find that he implements all that i look for has to make in my project, i wondered if this could be made: is it possible to make so that the player can choose his level and his units in menus dedicated before launching the level?
    It would take place as this = > screen of selection of levels + options of the game (difficulty,...) = > screen of composition of the team and the skills = > launch of the level understanding(including) the data chosen in the previous menus.
    Thanks for your work, your time and your response,
    RedsWar (Sneiders D.) from Belgium.

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    1. Well, you have to keep in mind that this is a framework of mechanics for turn-based game. Not a full game or a framework for full game. So no, it doesn't come with level/scene management or game option/setting support. You will need to build that yourself.

      It does support selection of unit lineup before a game play level as shown in the demo. It also support an perk system (upgrade) that can be carried from one level to next. These two are the exception because they are very much tied to the game mechanic.

      Hope I explain this well enough.

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    2. Thanks again for your rapid answer, i beter explain myself, if with transformation made by me, can i do what i want with your package? Im obliged to ask (sorry for the inconveniance ^^) because im just a graphist and not a programmer.I have all the graphics (GUI, Characters, levels, etc...) and i made all the gameplay in a GameDesignDoc but i need a package to put all of this together in a tactical tbs like x-com or jagged alliance. I say im not a programmer but im just novice, i can do some basic work and f i need, a friend who is pro can help me.
      I will purchase your pack anyway because it is the best on the asset store i have view. I hope i made the good choose, im not rich :D.
      RedsWar!

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    3. If you want to build your own level selection scene and option menu, of course it's possible. I would even say that is expected of any user of the package. You can't have a game with just a series of stand alone gameplay scene.

      I can't really comment on how challenging that will be for you but I would say that it's doable for any one with some coding skill and understand how unity works. There are quite a lot of tutorial out there that would help you in this regards, not to mention you have a friend.

      If you purchase the pack. Thankyou!

      I wish you good luck in your project regardless.

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    4. Thanks again and finally a lot for your answer, time and work.
      I expect to do a great game with the tools you are make.
      Good continuation! RedsWar.

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  34. Is it possible to make it work with procedural generated level with DunGen asset?

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    1. I doubt you can have two procedural genration algorithm working together. It's two very different thing. What Dungen does is generate a set environment 3D space. This on the other hand generate a grid.

      However I don't see any reason why you can't use both together. You can superimpose the grid on the environment generated by Dungen and manually remove the tile is not available in the level.

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    2. Do you mean manually like in editor or will I be able to do it with script? I need it at runtime.

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    3. You can't do it via scripting. It's not supported by default. You will have to do some modification of your own.

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    4. I see. I've found your first message about tbtk on unity forum and it said there was problems with maps bigger than 40x40 but it was long time ago. How is it now?

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    5. I've done a lot of optimization since then. As long as you are using a common collider for the tiles, you can easily goes up to 100x100 and more. However that means that the tiles must be of the same height and follow the default grid pattern (you can't adjust the tile position individually).

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    6. Is there any sort of documentation for tbtk2?

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    7. Nothing too detail on the code side I'm afraid, if that's what you are looking for. It's more about how to use the framework and how each components of the framework works.

      Anyway, see for yourself - https://dl.dropboxusercontent.com/u/23073684/_UAS_Asset/TBTK/TBTK_v2.0_Documentation.pdf

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  36. hi there, i'm thinking about picking this up, looks great, but was wondering- what sort of capabilities do you have in designing abilities to be used with this kit? (e.g. aoe damage, buffs/debuffs, stuns, roots, etc)

    obviously some custom work may be required, but as long as it wouldn't be overly ridiculous to integrate into the existing system that would be fantastic

    thanks!

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    1. The abilities can pretty much do all the thing you mentioned. Basically each of them is a modifier set to unit. You can use them to modify almost, if not all of the existing stats on the unit for a specified duration. They can be applied to a unit on a specified tile, or over an area, or even the whole grid.

      There are several special one like teleport, reveal fog-of-war, spawn another unit and overwatch.

      Hope that answer you question.

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    2. yes, that's fantastic, thanks for the quick reply!

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    3. hey just a heads up, the link to this page on the unity asset store is listed as "http://songgamedev/com/tbtk" which fails because of the forward slash vs a dot

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    4. Thanks a bunch for letting me know.

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  37. I am designing a tabletop game where you select your army, select your units, select your hero and then you place them where you want on your side of the board, very much like Warmachines and Hordes...My question is if I will be able to easily integrate this idea using this system, and will I be able to change the UI layout and design?

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    1. I'm not very familiar with the mechanic of Warmachines and Hordes. For instance what constitute an army, unit and hero and how they are represented on the board. But if they are like a typical 'unit' which occupied a tile on the grid, you should be able to use the system without too much trouble.

      The framework is designed to be as flexible as possible. For a start, there's quite a few gameplay option you can play with without needing to modify the code. You can change the UI layout and graphics with relatively ease. If you want to, you can even strip out the default UI and build your own. The core code game code is not tied to the default UI in anyway.

      Hope this answer your question.

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    2. Yes it does, and yes Warmachines and Hordes are the exact gameplay of you placing units onto the board, however, I only want specific units tied to a certain army, is that possible? Is it possible to somehow set it up to if the user selects an army, they only see specific units?

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    3. So you are talking about a faction system. The player can only select unit from their selected faction to deploy, right? I'm afraid that is not supported by default.

      The framework primary focus is on the grid battle and the mechanic surrounding that. There's a facility for you to customize the deploying unit in custom scene before a battle scene, and a demo for such scene. But that is a very basic setup to show how things are done. What you are referring to, select an army and choose from the corresponding unit, is out of the scope of the framework.

      Of course it's possible to do that. I would even say that it's quite straight-forward to code that. It's just not something supported by default.

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  38. Well yeah, I know it's not supported by default, and I can code it, I already have an exoskeleton of my game but I am missing and do not have the skill to code what this framework has to offer. My only question is if it would be somewhat simplistic for me to implement the faction system or if it would require a lot of recoding anything you have created on my part. For example, do you have it somewhat already built in the ability to show or not show specific units? Are they assigned variables in some way? Anything like that.

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    1. Well, I'm not sure how you want to approach this. Do the player select the army and unit to deploy prior to loading of the battle scene, or they make their choice during the deployment phase in the battle scene?

      If it's the former, it should be relatively straight-forward. You simply do a condition check on which army has been selected and decide which unit to display. Obviously you need to add additional variable on the unit for faction identification but that's about it.

      If you want to do that during the deployment phase, the same principal applies. However it's more complicated since you have to add your code to the more complicated deployment code.

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    2. Yeah, they select their faction and hero before the deployment phase and etc. I have it all setup in menus atm before the "gameboard" is even introduced. THank you for all the help! I think I will buy it and give it a try and see what I can come up with

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    3. In that case I thank you in advance. Please let me now if you need further help.

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    4. I have figured out how to utilize specific units based on the army that is selected rather easily using availableUnitList.RemoveAt(availableUnitList.Count-8);

      I found that the number reflects the position of the unit in the unit editor.

      I also notice that you have faction specific abilities, HOWEVER, you term faction as players or AI. I want to be able to change the faction abilities based on the faction that was actually chosen, however I do not see a way that is somewhat handled since Faction is a blanket term and is assigned during the game so to speak. Insight would be helpful!

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    5. You don't really need to concern yourself with the faction system in the framework. I'll use the term 'army' instead of faction to avoid the confusion with the existing 'faction' in the framework.

      I assume your player will have to select the army somewhere before being presented the unit available. When they do that, you would have a variable somewhere to hold the value, let's say selectedArmyID. You can then add another variable armyID in the unit script. ArmyID can be configured on each unit prefab to indicate which army the unit belongs too.

      So when displaying availble unit, you can add a condition check. If the armyID on the unit prefab is matching the selectedArmyID, then the unit is available, otherwise discard the unit from the list. Make sense?

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  39. Yeah, I already do that for the individual units, that isn't an issue. What I want to fully integrate and make unique is the abilities that the faction itself has. I see that there is abilities that the player can use that is different than the abilities units can use. I want to make that unique depending on the army chosen, how would I do that?

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    1. That is a bit more tricky. Mind we continue the discussion using email? This comment system is not really suited for long respond.

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    2. Yeah that's fine, I have a few questions regardless...I seem to be having a minor issue with deploying units that are chosen...it's saying it wasn't setup correctly. Bellc151826@gmail.com

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  40. Hi song Greetings from argentina. i have a question.

    i want to make a select unit menu like star wars galaxy of heroes, in this game you select only one unit of each one for example one tank, one dron, etc.

    is posible?? thanks

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    1. You mean for the unit selection before the battle start? Of course it's possible however you will need to do some light modification in the code.

      First you will need a way to categorize the unit to different type. Then a check to see if a unit of the same type has been added to the selected unit before selecting it. That's about it.

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  41. Will it ever support Playmaker?

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  42. Can the hex grid be applied over a Unity terrain?

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    1. The grid can't be projected onto a uneven surface if that's what you mean. But you can adjust the individual tile height to fit the terrain.

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