Arbalest Dev Log - 01
In wake of stopping work on Adrenaline, I have taken up work on a project I have codenamed Arbalest. It originally started life as an FPS I was building. As I was building an FPS, I decided it would be a wise decision to build up a library of common functionality to help with any future Unity projects. I have yet to branch that framework into it’s own repo, so everything is kind of smashed into Arbalest at the moment. Below is a GIF of when I was working on the FPS version.
![](/images/Arbalest_Dev_2.gif)
A lot of time was spent making the character controller smooth. Especially when traveling up and down ramps. Even though I’m not building an FPS anymore, I think the time was well spent getting it to work. It will definitely come in handy in the future.
Because I’m not making an RTS/Tower Defense style game, I’m now spending time building RTS style controls. While not visible in the GIF below, you can select/deselect units and issue move commands. Also very subtle, but I made an RTS style camera with smoothing. It’s not finished quite yet though. I still need to implement zooming and rotation.
![](/images/Arbalest_Dev_3.gif)
I just recently finished creating a team management system for setting up teams and their affinities. This also meant learning how to use Unity’s inspector APIs to create a custom editor. While it took a little time to learn, I’m happy with the results.
![](/images/Arbalest_Dev_4.gif)
Arbalest is still in its infancy, but I’m already really happy with the progress I’ve made and the code I’m writing is clean. I expect some systems first iterations will be fugly and I’ll have to rewrite a few things, but so far things are progressing smoothly.
Until next time.