Lifestock is a game that takes place in a post apocalyptic world. Created by our team called the pod heads, we tried to make a RTS game about a post apocalyptic world where nature is so bad that humans decided to make an AI to take care of it. But, because the Ai needs to be powered, the humans have to resort to putting themselves into pods, to give their minds to the machine, and stay in a constant state of dreaming.


For the game, the most important step was to create a grid system where the buildings could be placed correctly next to each other. And most importantly, not inside each other. So the first thing we did, was to simply round the location placing to an even number, so the buildings would snap to 1.1 , 1.2, 2.2, etc. Then we decided to make the objects check with their own colliders if there where any other buildings, but this didn’t work out as well as we thought. Because of this the buildings would stand way to far from each other. So after a bit of work, I decided to make a grid system, where each building would take a specific amount of blocks in the grid, and any other object wouldn’t be allowed to place in the same blocks. This meant that the buildings wouldn’t snap to specific numbers, but instead snap to the closest open blocks next to the already taken blocks.


what I worked on mainly in this project was the grid system. I tried to make sure it would work just right. I wanted to make sure the buildings would not be placed inside each other, buildings would not be placed in the water, the game would show correctly where the buildings would be allowed to be placed, and so on. I created a whole node system where each block in the grid was a node which had it’s specific data implemented. Data like: if it was water, had a mineral, had a building, was soil ground for generators, etc. The best thing about this is that it only needed a few checks to see if something was allowed to be placed on those nodes.



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