finaly you have came back to yt!!! i am your biggest fan... and this is like almost better than emwaadventure!!!!! and i ask if you can add the heros like wizards or maby even a living plant if you think thats ok. but this is amazing content and insane vidio. please dont stop whith yt agin! but this game look sooo fun, and have you made any progress on the game (terra?) if you have, please let me know... btw keep on doing what you want emwa:)
Hey Emil, You have a nice idea for the game. Don't let the Unity drama discourage you. I myself am working also on hex turn-based game. Will follow your progress with interest. Wish you all the best ;)
Forests should have two options, "selective cutting" where they do not run out, but you harvest wood VERY slowly from them, or "clear cutting" where you chop them down and they go away. This creates a choice for the player which is always good, and it's realistic!
Maybe that could be a solution yeah! Would like to keep it as simple as possible tho, but if it is implemented in a way that makes sense and keeps the gameplay simple, it could work:)
For your heros: Viking - high damage Pirate - can go over water Ninja - high attack speed Archer - can attack from a distance Barbarian - boosts attack of all your troops in his range Assassin - small chance at 1 hit killing Wizard - heals himself and all of your troops in his range slowly Druid - travels very fast in forests Mongol - travels very fast on plains
Just general ideas that you likely have thought of already: 1. Crop farms 2. Fruit tree farms 3. Animal herding "farms" 4. Fishing docks 5. Stone quarry (if you could see the land be dug away that would be so cool!) 6. Mineshaft (a deep hole you can't see down) that has a chance of providing a limited amount of copper/tin/iron 7. Walls 8. Watchtowers
You probably already have most or all if these idea's but I still want to offer them. Maybe make the (logical) win condition that all the enemy camps must be destroyed. Make it so that the base camp is upgradable, wich unlocks a greater range of tiles, and also unlocks new resources to collect, like gold or even water and food(for troops?), research facilities(for stronger troops and/or better resource gathering), buildings to protect your camp, and so on. Like I said, you probably already had these in mind because these are the basics of most RTS, but still I hope this helped!
I have been thinking about the win condition being destroying or capturing all the enemy camps aswell. Not sure if capturing is something I want yet tho 🤔 What do you think? Capture? Destroy? both ? 😂
@@emilwalseth Now that you mention it, capturing is maybe more in line with the theme and thus the better win condition. But idk what the conditions of capturing should be
@@kobiboy123 maybe you need to destroy their "town hall" like in clash of clans, and when you do, you can rebuild it as your own so you capture the city🤔
Yeah maybe! Currently, if you build on top of a forest it will disappear. How would you think replanting should work? You get a seed and plant it, or just regrows automatically?
Looking awesome. I think depleting resources is always a good incentive to explore and conquer more areas but I see some great ideas in the comments to implement these mechanics so PLEASE don't rush it. I do not know the overall goal of the game loop so I am hesitant to provide ideas but I trust you will find the right mechanic for this.
really cute to see, the idea are cool, the only things that maybe you can improve is that video like this one contains a lot of feature that you just introduce in the game, so it's more difficult to understand all the things introduced in just a video. Maybe a more focused video a single changes can be better, or just weeekly video update and then a devlog like this. Just some idea, don't take it too seriously, great job till now
and maby you can do a little minecraft thing so you can get diamons or stone to upgrade your wepons and axes... and maby you can upgrade the huts to make the warriers more op! just do what you want and the game will be perfect! :D
Idea for the forest resource, you should take the trees you harvested away, a few reasons, simple satisfaction /dopamine from completing the action, can play a pop noise.. but.. also like in minecraft.. have them growback after a timer..maybe even on stages..sapling first then tree.. idk..just a thought
You have probably already thought about this, but more resources should be added. Some of the few things that comes to mind is rocks, caves with iron, gold++. So you can develop the city by creating Stone houses, Making a forgery to create better weapons, armor? 🤑
cool video, maybe instead of having resources like trees infinite, maybe they can become "exhausted" or something, and have a cooldown before they can be harvested again, this way you cant actually run out of resource, but does add some limitations to the players so they dont end up with infinite resources. This could also give the player another reason to go exploring if their current resources are on cooldown, they need to go out and find more, or wait until the resources can be harvested again
Damn I have seen a lot of people switching from Unity to Unreal but not Unreal to Unity haha! Great devlog though I am really enjoying the videos on this game and I cant wait to play. Do you have plans to put it on ios as well as android? I really think this can become a big hit especially with multiplayer
I know you're doing devlogs and not tutorials but I have been trying to figure out how to do that hex outline for a while and I just can't figure out the logic. I know how to draw the lines, but figuring out which segments are on the outside of the radius is kicking my butt!
There is a clever trick to it! Im not sure how familiar you are with bitwise manipulation, but I use that atleast. I check all the neighbors of the hexagon tile, and see if this neighbor is within the selected area or not. If it is within the selected area, it means that we dont want to make an edge between them right, so we set the bit on this index to "0". If the next neighbor is outside the selected area, we want an edge between them, so we set that index to "1". This means we have "01" if we put them together. Then we do this for all the neighbors, so we get a number that looks like this for example: "011110" (six numbers because we have six neighbors, indexed 0-5) Then, in a separate funciton, we set the visibility of each egde based on if the number at its index is 0 or 1, 0 it is not visible, 1 it is visible. So, example, the 3rd edge checks index 2, and sees that it has the value of 1. This means it should be visible. Hope it is understandable:)
Nice! The name unfortunately can't be specific to one of the tribes tho, as the plan is to let you choose from several different ones, but keep them coming!
Yeah, just thinking about edge cases where you have very little forest around your spawnpoint🤔🤔 Maybe just an extra push to make them explore more I guess
It's a collection of section meshes, one for each side of the hex, then I set the visibility of each based on if itself is selected, and borders a tile that is not selected
finaly you have came back to yt!!! i am your biggest fan... and this is like almost better than emwaadventure!!!!! and i ask if you can add the heros like wizards or maby even a living plant if you think thats ok. but this is amazing content and insane vidio. please dont stop whith yt agin! but this game look sooo fun, and have you made any progress on the game (terra?) if you have, please let me know... btw keep on doing what you want emwa:)
I immediate subcribe when I hear this is a mobile game devlog, there's so few mobile game devlogs
Happy to see you create videos again Emil 😋
Hey Emil,
You have a nice idea for the game.
Don't let the Unity drama discourage you.
I myself am working also on hex turn-based game.
Will follow your progress with interest.
Wish you all the best ;)
Really miss the good all EmwaAdventure days😭😭😭
Samma her, men disse videoene her er fine òg.
Would definitely be interested in a tutorial on the A* navigation for hex grids. Awesome work!
Forests should have two options, "selective cutting" where they do not run out, but you harvest wood VERY slowly from them, or "clear cutting" where you chop them down and they go away. This creates a choice for the player which is always good, and it's realistic!
Maybe that could be a solution yeah! Would like to keep it as simple as possible tho, but if it is implemented in a way that makes sense and keeps the gameplay simple, it could work:)
Really nice video ✨
Thanks!!
For your heros:
Viking - high damage
Pirate - can go over water
Ninja - high attack speed
Archer - can attack from a distance
Barbarian - boosts attack of all your troops in his range
Assassin - small chance at 1 hit killing
Wizard - heals himself and all of your troops in his range slowly
Druid - travels very fast in forests
Mongol - travels very fast on plains
Amazing! Love these tribe ideas
Just general ideas that you likely have thought of already:
1. Crop farms
2. Fruit tree farms
3. Animal herding "farms"
4. Fishing docks
5. Stone quarry (if you could see the land be dug away that would be so cool!)
6. Mineshaft (a deep hole you can't see down) that has a chance of providing a limited amount of copper/tin/iron
7. Walls
8. Watchtowers
Great ideas!! Thank you!
You probably already have most or all if these idea's but I still want to offer them. Maybe make the (logical) win condition that all the enemy camps must be destroyed. Make it so that the base camp is upgradable, wich unlocks a greater range of tiles, and also unlocks new resources to collect, like gold or even water and food(for troops?), research facilities(for stronger troops and/or better resource gathering), buildings to protect your camp, and so on. Like I said, you probably already had these in mind because these are the basics of most RTS, but still I hope this helped!
I have been thinking about the win condition being destroying or capturing all the enemy camps aswell. Not sure if capturing is something I want yet tho 🤔 What do you think? Capture? Destroy? both ? 😂
@@emilwalseth Now that you mention it, capturing is maybe more in line with the theme and thus the better win condition. But idk what the conditions of capturing should be
@@kobiboy123 maybe you need to destroy their "town hall" like in clash of clans, and when you do, you can rebuild it as your own so you capture the city🤔
I'm excited for this game to be completed, seems very fun to play, you rock bro
Damn, I lost the heart because I edit "exited" to excited xd, grammar error lose hearts
😂
He's back! Perhaps instead of making the Forests infinite you could replant them? Just because it might get in the way of building
Yeah maybe! Currently, if you build on top of a forest it will disappear. How would you think replanting should work? You get a seed and plant it, or just regrows automatically?
@@emilwalseth maybe you can use the wood from the trees to make farms which the trees will regrow in over time for easier farming
@@Roarkus_ Maybe🤔 I will concider it! Thanks!
Great progress. I like the look of the game.
Thanks:D
Looking awesome. I think depleting resources is always a good incentive to explore and conquer more areas but I see some great ideas in the comments to implement these mechanics so PLEASE don't rush it. I do not know the overall goal of the game loop so I am hesitant to provide ideas but I trust you will find the right mechanic for this.
Longer videos!
It would be cool if u added a samurai hero!😊 And maybe u can add a special character that can explore the fog instead of all of them
Sick! Samurai would be awesome!
This looks f*cking awesome
Thanks!!
really cute to see, the idea are cool, the only things that maybe you can improve is that video like this one contains a lot of feature that you just introduce in the game, so it's more difficult to understand all the things introduced in just a video. Maybe a more focused video a single changes can be better, or just weeekly video update and then a devlog like this. Just some idea, don't take it too seriously, great job till now
Yeah I mentioned the Feature Highlight concept during this video, what would you think about that?
@@emilwalseth it's a good idea but only if there are a good number of that, so maybe do more of that, I don't know really well
This looks so great and cute! I love Polytopia, so I'm definitely interested in this.
Yeah me too! It's such a simple but fun game, very inspired by it.
and maby you can do a little minecraft thing so you can get diamons or stone to upgrade your wepons and axes... and maby you can upgrade the huts to make the warriers more op! just do what you want and the game will be perfect! :D
Idea for the forest resource, you should take the trees you harvested away, a few reasons, simple satisfaction /dopamine from completing the action, can play a pop noise.. but.. also like in minecraft.. have them growback after a timer..maybe even on stages..sapling first then tree.. idk..just a thought
Seems like most people would want the trees to disappear yeah, I will do some testing with it:) thanks!
You have probably already thought about this, but more resources should be added. Some of the few things that comes to mind is rocks, caves with iron, gold++. So you can develop the city by creating Stone houses, Making a forgery to create better weapons, armor? 🤑
Yeah definitely adding more resources soon. Ive already added Mountains and rocks, just need something to spend it on 😂
cool video, maybe instead of having resources like trees infinite, maybe they can become "exhausted" or something, and have a cooldown before they can be harvested again, this way you cant actually run out of resource, but does add some limitations to the players so they dont end up with infinite resources.
This could also give the player another reason to go exploring if their current resources are on cooldown, they need to go out and find more, or wait until the resources can be harvested again
Yeah maybe the resources gets used up but grows back after a bit🤔
Very Epic :D
Lmao i have an pretty similar idea but with an open world game:]
Good vid btw Navmesh is really useful;)
Nice! Good luck with it:) Don't need to use the navnesh as I am using a custom A* solution;) a bit more optimized
Maybe the trees could disappear after they are cut down, and regrow back again after a while
That could be a solution yeah🔥
Damn I have seen a lot of people switching from Unity to Unreal but not Unreal to Unity haha!
Great devlog though I am really enjoying the videos on this game and I cant wait to play. Do you have plans to put it on ios as well as android?
I really think this can become a big hit especially with multiplayer
Haha! I am probably not sticking to Unity for long 😂 Had to give it a go tho! I want to release it for iOS aswell, yeah:)
OK cool! I cant wait to play!@@emilwalseth
For 2D it's a no brainer.
@@GouShin1 working on my own 2D game rn and for sure its great. Love Unity for 3D too tho it handles it well
I know you're doing devlogs and not tutorials but I have been trying to figure out how to do that hex outline for a while and I just can't figure out the logic. I know how to draw the lines, but figuring out which segments are on the outside of the radius is kicking my butt!
There is a clever trick to it! Im not sure how familiar you are with bitwise manipulation, but I use that atleast.
I check all the neighbors of the hexagon tile, and see if this neighbor is within the selected area or not. If it is within the selected area, it means that we dont want to make an edge between them right, so we set the bit on this index to "0". If the next neighbor is outside the selected area, we want an edge between them, so we set that index to "1". This means we have "01" if we put them together. Then we do this for all the neighbors, so we get a number that looks like this for example: "011110" (six numbers because we have six neighbors, indexed 0-5)
Then, in a separate funciton, we set the visibility of each egde based on if the number at its index is 0 or 1, 0 it is not visible, 1 it is visible.
So, example, the 3rd edge checks index 2, and sees that it has the value of 1. This means it should be visible.
Hope it is understandable:)
7:23 see what i mean? like how did you code it in a way to highlight the hexes around the character. How do you navigate the hex coordinates system?
NAme idea : Vikings terror
Nice! The name unfortunately can't be specific to one of the tribes tho, as the plan is to let you choose from several different ones, but keep them coming!
Making forests destructibke could be useful to push the player to expand their territory
Yeah, just thinking about edge cases where you have very little forest around your spawnpoint🤔🤔 Maybe just an extra push to make them explore more I guess
I will comment on Every video you post atleast try to! Mvh Ingemar
How about regenerating trees under the condition that you have to farm other trees for it to respawn.
Seems like many people want something like this, so I'll do some testing with it👍
I was wondering how do you render the walking radius highlight? Is it a procedural mesh?
It's a collection of section meshes, one for each side of the hex, then I set the visibility of each based on if itself is selected, and borders a tile that is not selected
I think fishinh could be interesting
hi Emil i am norwegian and i was you 500st subscriber i am a huge fan. but are you going to make norwigien content
Awesome!! Welcome:) I dont plan on making Norwegian content on this channel.
What Country are you from?
I am from Norway:)
duuude! that looks super cute !
Thanks alot!