Tuesday, June 9, 2015

Week 17, Day 19: It's Due

Today is the day that this game is due and I feel as though I have learned a great deal about Unity3d in this time. Unfortunately however I was unable to finish this game in the allotted time. I guess I shouldn't have tried to do this with just two people because it turned out to be just too much for us. One of the plus sides is that I've written far more scripts during the process of this than I have written before, so that's cool I guess. But after countless hours of arranging GUI text and game objects, creating 25 scripts and 125 prefabs what can I truly say that I have learned? I've learned that arrays are incredibly important when it comes to doing just about anything in programming and I can't really stress this enough. They are really really important. I've learned that the Unity help fourms are my best friends now because when I don't know what's going on chances are someone on the internet does. I've learned that getting the prefabs to reference variables, in scripts, on game objects in the hierarchy, is one of the most difficult things to do. There wasn't reasoning for that last one, it was just really hard and I still haven't figured that one out. Overall I'm pretty proud of the work that I and my teammate have put into this and I will still continue to work on this over the summer. Don't worry I'll still keep updating this over the summer with the work that I've gotten done, though it won't be as frequent as it has been. Bye bye now!

Friday, June 5, 2015

Week 16, Day 17: Fixing those Reserve Planets


Today was spent mainly fixing the scripts for the reserve planets because there was something off about them. Mainly it was that the ordering for the if statements was off by a line or two. So yeah I restructured my ifs and elses. Also all of the models for the planets are in the game now so that's great! I spent a fair amount of time checking if the references were correct and I also had to switch the models for all of the dark matter planets.

Monday, June 1, 2015

Week 16, Day 16: Reserve List


Today has gone pretty well. I have a script on the three reserve planets that I've created that keeps track of weather it is reserved or not, so that if it is it shows up. If not however it is black so it is invisible against the black background that I have. Once I get the planets up and running I will be able to put the values of the planets into the reserved ones. In this way the reserve planets will act just as real planets and have the same buy action on them. I've also loaded all of the models into the reserve planet script so that they can have the correct model when they are reserved. In many ways this script is similar to the planet info script. Really the only difference is that there are all of the models on this rather than just two. Speaking of similarities I did have to go back and add an isMine variable on the planets and an isTwoColor variable to keep track of if the planets are mines or two colors. This way it is far easier for the reserve planet code to tell if the planets are mines, one color or two.

Thursday, May 28, 2015

Week 15, Day 15: Main Menu

Today I started working on the various menus and buttons to traverse them. The buttons displayed here are not the final buttons that will for the game and are rather testing buttons just to see if they work. They do in case you were wondering. The first one starts the game, the second one brings the player to a tutorial screen and the last button displays the credits. None of these other screens are finished yet but they all exist to some degree or another and have buttons to get back to the main menu. Since I was working on the menus I decided that now would be a pretty good time to get the audio attached to the scenes they were a part of. That ship there also moves too, so it's a nice addition. Next time I work on this I really need to start nailing down more of the game aspects, but for today I'll finish up all of the non game screens because the how to play section is pretty important.

Week 15, Day 14: The Buttons Work!



Today was a good day. I got all of the buttons working the way that they should. All of the plus and minus buttons take the correct amount of resources as well as the collect button actually moving the resources correctly. So after this I have to write a script that does stuff with the variable on the planets and lets them be bought. I also need some way of moving the reserved planets into some kind of reserved zone. So I'm making progress so and steady. Updates should be daily now because I'm taking the game home to work on from now on, so I'll be making more progress within a day.

Week 14, Day ?: Playtesting

Testing was interesting. It appears that the mines are a bit too powerful, and that they should have their points reduces to 1 as well as the number of resources that they give you as well. Also the inventory size should be 10 as well because it makes the game move faster. I'm a little tired at the time of writing this so please forgive any grammatical errors.

Thursday, May 21, 2015

Week 14, Day 13: Big Red Button

Well I reorganized the way that the game is laid out so that everything looks better. The game was a little cramped in the screen so the camera view was adjusted and so the various components of the game had to have their sizes changed as well. I had to change the sizes of all of the planets and I also moved the tourist so that the planets can have more room. Aside from that though the button had its model attached to it as well as the script that tells it to change color when it is hovered over. I also changed all of the basic text from basic to GUI text so now it can be edited while the game is running. That was a little time consuming but I got through it. I also had to relocate all of the text because it needed to be moved once the screen was re-sized. Overall I would say that I'm in a good position to start scripting the parts that keep track of game actions because next class I can start on the buttons that can tick up or down the number of resources that will be collected in a turn.