Publisher | Art Notes |
---|---|
File size | 91.69MB |
Number of files | 222 |
Latest version | 1 |
Latest release date | 2024-03-21 12:16:12 |
First release date | 2024-03-21 12:16:12 |
Supported Unity versions | 2018.4.2 or higher |
It is a game mechanic.
Asset allows you to create Constructions from the Elements that are included in it, endow them with properties and limit the conditions of connection with each other. Elements define properties, which in turn define the properties of the entire Construction.
Does it sound abstract somehow? Yes, the technical solution is made on an abstract level, but it has several concrete implementations as a demonstration.
A demo example. Weapons that are assembled from component parts: mechanism, barrels, handles, silencers, magazines, sights and pointers. Each of the parts can be installed as part of a weapon, but not everywhere (you can't attach the butt to a silencer). There are several weapon demonstration scenes in the asset with different ways of attaching parts to weapons (click-create, drag and snap).
A demo example. Machina consists of a frame, wheels, cab, body, body kit. You can assemble and disassemble the car as in a Terratech. The parts move with the mouse and snap to the points where they can be installed. Add the varieties of turrets here and you will get your own ExMachina))) (does anyone else remember such a game?)
Ship as a potential option for asset implementation. It consists of a deck, an engine, side guns, a conning tower, gun turrets and radio equipment.
Building as a potential option for asset implementation. Of course, it is necessary to install walls and doors on the foundation, or you can build functional rooms at once, and install equipment inside to increase the characteristics of the rooms and the building as a whole.