By the alabaster spine, you even use procedural graphics!
I look forward to further updates.
Yeah I kind of had to since all the stuff in there is programmer art so if I ever expect the game to look halfway decent I want to make it as easy as possible for people to replace the assets with better stuff
. Even then there's a few "hard-coded" assets because of some things that are just easier to do in the Unity editor than trying to load it all in dynamically.
Compared to compiling the C++ source code, a Unity project that's been split into multiple download links on multiple sites whose address is masked by a login and paywall is still an improvement.
Decompiling and then compiling the Unity source would be easier than compiling the C++ source. I almost want to do that, just to see if I can. With permission, of course.
Well, you can if you want, but I can also just post the project files somewhere. Basically the whole program kind of exists in two tiers - there's all the gameplay logic which is handled entirely in C# and technically could run on a non-Unity interface if you wanted to hook it in (it would be a lot of work though and I haven't done a great job of keeping everything game logic related on the game code side of things), and then there's all the UI layout which is handled through the Unity editor itself. Ultimately if you just want to see the project/code itself it's pretty trivial to zip up the whole project folder and you can pretty easily unzip and import it into the Unity editor, but something like source control is a bit more complex (I haven't really looked into how to do that yet since it's still pretty WIP).
I also use a few external tools for creating a few of the assets themselves (the non-random maps are put together in
Tiled) so I should probably write up a readme of how that's meant to be used with what I've written.
All right, I have a request for you: as soon as you feel that the source is ready for sharing, I would like to help you work on it, because I would like my TV mod to be graphical like this.
Incidentally, if you're curious, I store the TV mod (both the application and its source) on the DFFD website. I'm sure you could do the same. It is just a .zip, though.
Well a fair word of warning, what I've got so far is not even close to feature complete, so I wouldn't recommend building any mods based on what exists so far since it's entirely possible that I may end up having to restructure some elements in order to allow for new features to work (for example, vehicles currently don't exist in the game at all). It's also entirely undocumented since I keep telling myself I'll write up an explanation for the formatting in each of the data source files once I've finished them, but then I never do
In any case, if you're interested, here's the current project as of right now:
https://drive.google.com/file/d/1qD3CnaTdcZaPdmf_02c4k-f1jlI0CpgR/view?usp=sharingThat .zip contains the Unity project files, assets, and the C# code. I think all you need to do to load it is unzip the folder and then from the Unity launcher choose "load" and have it open that folder. For reference I'm running Unity 2017.1.1f1 but I think any newer version should be able to handle it since I'm not really making heavy use of anything other than the UI features.