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.
Subscribe to:
Posts (Atom)