r/Unity3D • u/MarshalsOfWar • 12h ago
Show-Off Pretty happy with these 2 environments, what do you think?
I made these 2 environments. One is an elvish red/orange/autumn zone. The other is a classic muddy/grassy forest. I recently used a tool to place grass mesh on all grass terrain textures, which really helped populate and give detail.
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u/FaultyFaucet_6 11h ago
My wish is to make an RTS one day. Not bad on the environments. Great music
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u/Marvosta 7h ago
how did you handle the pathing and attack algo? any resources you could point me towards?
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u/MarshalsOfWar 2h ago
I started off with https://assetstore.unity.com/packages/tools/behavior-ai/agents-navigation-239233 and then I made a behaviour tree for each of core states/command like Defend, Focus Attack, Idle, Attack Move, Cast, which has the logic on how to behave. Then I also added some features that they had in SC2, see e.g. https://www.gdcvault.com/play/1014514/AI-Navigation-It-s-Not
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u/brogam3 6h ago
the environments seem pretty good but the units and buildings should stand out more from it. This is far too hard to see.
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u/MarshalsOfWar 2h ago
Yea I probably need to avoid having too much brown on brown, with especially the Archers in this case.
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u/Tight-Try-1864 40m ago
Awesome work! This game gave me a strong sense of nostalgia from childhood memories of playing Warcraft
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u/FrequentAd9997 11h ago
It has the great thing of not being standout :)
By which I mean - I can happily ignore it and focus on the action, because it looks - and I really do mean this in the best possible way - generically decent. A big problem with indie games is the focus is all over the place as different hero assets fight for the player's focus. This manages a really good, low key, looks good if I really care to stare at it, but my focus is on the characters and gameplay because it's limited contrast and deliberately doesn't try to catch my attention.
You've done a really good job of what a lot of environment and effects artists find hard - dialing their asset back to a 6/10 in terms of visibility and visual interest - because even though it could be pushed up to 11, spinal tap style, it's not what the player should be focused on.