Tuesday, June 9, 2015
Week 17, Day 19: It's Due
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
Tuesday, May 19, 2015
Week 14, Day 12: Intergalactic Interface
Today I got a whole lot done, but unfortunately a large amount of what I did isn't really usable. You see I did all of that lovely text over there in normal text instead of GUI text so now I can't edit it at run time. Fortunately however all that needs to happen is that the text be changed from normal to GUI so the coordinates of the text can stay the same. That was what took the most time out of the day anyway. After I fix that though I can keep working on the script that will keep track of the values of all of the numbers on the screen so hopefully soon there will be some kind of playable game. At least I did finish the layout though and I also laid out where the buttons will go so that will save some time moving forward. I also got the final background on the game because the prior one was low quality.
Monday, May 18, 2015
Week 13, Day 11: They Appear!
Wednesday, May 13, 2015
Week 13, Day 10: The Invisible Planets
Monday, May 11, 2015
Week 13, Day 9: Randomization and Spawning are Done
Thursday, May 7, 2015
Week 12, Day 8: The Prefabination of the Solar System
Tuesday, May 5, 2015
Week 12, Day 7: Interplanetary Shuffling

Today was spent learning how to shuffle game objects within an array upon the game starting. This was so that the objects would go back to their original and organized state when the game was not getting played. Needless to say there were several problems mainly when I was referencing the given variables because the algorithm itself was sound. Once I was done with this however I was able to apply this function to all of the arrays that needed it so essentially the "decks" of the grade one through four planets. This was also applied to the tourists for the same reasons. I also started working on a way of spawning the planets within the game but stumbled upon a few problems. One of which was weather to remove all of the planets from the hierarchy and make them all prefabs so that they could be created and destroyed more easily or weather to keep them as part of the hierarchy. I am still unsure of how to move the planets into their correct positions based on the spawn points that I have created however so that will need to be fixed the next time that I work on this. That I presume will take the entire class to get all of the spawns working for the grade one through four planets along with the tourists.
Friday, May 1, 2015
Week 11, Day 6: Spring Cleaning
Week 11, Day 5: Eyeball Melting Goodness
Week 11, Day 4: Scripting Starts
These this and the next post are being written after they took place so keep that in mind as I will be writing in the present tense. Today I decided to get some of the groundwork in place by creating a script that rotates the planets upon spawning. I also wrote a script that tracks the information about the planets as well as creating the spawn points for the planets. Aside from that I also created a background plane for the background to go on at a later date as well as creating and attaching spheres to all of the planets. Additionally I created a script that will keeps track of the information about the tourists. After this I plan on creating a script that just holds all of the game objects and shuffles them but keeps the decks separate as well. So there will be five arrays in total to keep track of within that script. Along with creating the script I will also be creating the tourists and filling them with their pertinent information.Thursday, April 23, 2015
Week 10, Day 3: The Prototype
Today I made the physical prototype for the game. Now I know that that doesn't sound like a whole lot, but trust me if you have to make a game from scratch it is a large amount of work. I made on just three hours 105 game cards and 20 different tourists. That's about it for today so see you next week!
Wednesday, April 22, 2015
Week 10, Day 2: Splendor Strikes Back
Wednesday, April 15, 2015
Week 9, Day 1: Let the Splendor Commence!
This has been a very busy day one so let the enormous wall of text commence! But first I suppose that I should address the game that I am working on. The game that my team of two shall be developing a digital version of Splendor. My partner's blog can be found here. Please by all means go there if you wish to view the game's progress from his side of things because I will only be tracking what I have done each day. So without further delay lets get onto my progress for today. In just one day I have made a fair amount of progress with directing my art director towards the general feel of the game that I want it to go for as well as getting some quality rough concept art done. We collaborated on the starting point for the art and I am very confident in his ability to take that and run with it while I work out some of the finer points of the game. Aside from that I have started to build some structure for organizing the assets of the game and started to block out some rough ideas for expansions upon the mechanics. Along with that I also created the timetable for the week by week of what needs to be done so that everything can move along smoothly.
Thursday, April 9, 2015
Week 8: Tutorial Over
What can I say after coming to the end of this process? Is the only thing I can say that I have learned how to use JavaScript? No for I have learned far more than just that. I was thrust into a world that I knew nothing about and I was forced to learn from others before me. I have spent hours pouring over forums and the Unity Script API just to learn how to do simple things that should have only taken a few minutes to code and after each of those experiences I came out with a new piece of knowledge that was not handed to me. Granted I had some help along the way from a few of my classmates and most importantly from my teacher but I found that bashing my head against the wall for a bit then finding the right answer just made it stuck all the more. Also during this time I have been free to explore the workings of Unity a bit more than my other classmates. In doing this I learned many lessons about this engine the hard way because for every one or two interesting failures that I had shared with others there were ten or so just downright confusing ones. For instance I had ships flying backwards, I've had to deal with lazers that bounced off of one another and I've crashed Unity several times now with more parts of code that I would care to mention. What I learned from these though was to isolate the problem. Checking individual things as I went along was the biggest help in developing my projects so that when things went wrong I knew what was causing it. All in all I feel as though I am ready to step into the many and varied splendors of creating my own game. Stay tuned this isn't the end oh no! There will be bi-daily updates on weekdays tracking my progress in developing the game so stick around to see me inexplicably happy, utterly confused and possibly hear me make vauge undirected threats about Unity as a whole. So stick around it's going to be one wild ride.
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