Baroni (Rebound Games) just released version 2 of Unity’s Simple Waypoint System, and he implemented HOTween inside it to manage curved paths. He was very nice (actually, he IS very nice), and gave me a preview package of it, which made me quite excited. It’s very cool when someone gives you free stuff, and it’s even cooler if something you developed helped him create that stuff, even if just a little bit (I mean, egotistically cooler). So. I was so excited that I decided to make a one-day game with SWS (this is an acronym, for Simple Waypoint System, and no, I’m not pointing this out because I think you – the reader, hello reader – are stupid, but just because I’m a neat nerdy guy).
Just to sum things up, so you know what you’re gonna read next: SWS is really nice. My game sucks.
Simple Waypoint System
SWS is truly simple, as the title says. After a quick look at the PDF manual (and ahoy here! the manual is incredibly well made: very clear and detailed, which is a thing I rarely see in Unity’s plugins) I could create paths in a breeze. Each path you create can be considered both straight and curved, and the way it will be used simply depends on the type of controller you’ll attach to your moving objects. Attach an iMove controller (which relies on iTween), and you’ll walk straight as a nazi. Attach an hoMove controller (which relies on HOTween), and there you go, winding as a duck (and you might remember that nazis and ducks are strictly related, so everything’s connected).
There’s a lot of neatness in SWS. From useful side-features that allow you to change path colors – for a better view in Unity’s Editor – to a load of options (for such a simple and straightforward plugin) to choose how your characters/objects/cars/platforms/whatever will move on those paths. All in all, for 10$ it’s definitely a worth buy.
My one-day game, the one that sucked
Well, there’s not much to say about this. It sucked. I wanted to do a top-down “stealth search around the house without being caught by the ugly Inhabitant” system, inspired by one of my favorite “when I was younger” games: Commandos. But after implementing almost everything else, I realized there was no quick way to implement a visible cone-of-sight which was actually cut by walls, corners, etc. And I didn’t want this one-day game to become longer than one-day, since I got Journeyballs to think about. Anyway, I quite liked the characters, at least.
Well, back to Journeyballs. Sorry SWS for not making something nice with you. But one day I’m sure I will (oh look: I’m being self-asserting). And thanks Baroni.