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Showing posts from May, 2023

DevBlog #13 - Game

      Nothing much happened today. All I worked on was the tech tree. The tree is now semi functional, and highly buggy. The system now works like a revolver as you are able to scroll through the branches/tech categories, and chose the one that you want. Research it, and then be done.     That was it. Nothing much.     See you tomorrow. Bye :)

DevBlog #12 - Game

      Hey guys, sorry for the long time off, I wanted to take a brain break from the project and relax for a bit. I also had finals and a bunch of things happening in my life on a personal level. However, I am back, and roaring to go with a major update.     I have just completed the MVP code for the tech tree. The tech tree now allows you to research almost all of the techs (Just have more busy work, dragging and dropping to actually complete). When researching it takes into account the current era, what you have previously researched, the amount of gold you have, etc. Then once you research it, it adds the cards to the deck to be "shuffled". Which really means storing the game objects in a large array and randomly picking them based on buffs/debuffs from either having or not having a form of government.     I also made it so that the color of the tech display changes based on what the scriptable object says the card color should be. This will keep ev...

DevBlog #11 - Game

      I realized that Scriptable Objects are not quite the solution to everything, and that they have limitations. For example they can not store Game Objects or anything like that, additionally, they can not contain anything pertaining to mono behavior like features (functions, etc). So in order for my beloveds to be used properly, I created a script that merges and manages the scriptable objects interactions with the rest of the world by attaching the script to a game object, and by attaching the scriptable object to the script. This way I call pull and call things from the scriptable object from the game, and from other scripts in the game. This created an even more powerful framework that before.     Next thing I worked on was going around and changing all of the scriptable objects code to work within these recently realized limitations. After that I created 7 or so new scripts and tried to get the research system working. I got it workin...

DevBlog # 10 - Game

      Man lucky number 10, feels like just a week or two ago that I started this thing. Oh... wait, it was!     Today I worked on a very intimidating task. Connecting on of the independent frameworks that I have made work together and function as a family unit. This was and is not an easy task mind you. I have been working on this for hours, and yet I still have no idea if it works at all.     The first thing I did was work on the scriptable objects for the cards, techs, and buildings. I made it so that now we can customize the types of tiles the buildings can be placed on and can customize even more about the other scripts. I made it so that you can check a bunch of bools for more information about what unit you are creating. For example, you can determine if the unit can mount, be upgraded, if so to what, is it ranged, naval, diplomat, religious, land, or siege. Furthermore, what about the stats, unit costs, can it merge and so much more....

DevBlog #9 - Game

      Hello everyone, today I have been hard at work fixing and debugging my card dealer script. Now the script it 100% modular and can scale with the additions of new cards, new techs, and new card holder slots on the UI. I have made it completely modular and controllable through the UI and unity editor.     First I created 2 arrays, one for the action cards, and one for the event cards. The action cards then need to be sorted by their tech categories in order to make the percentage buffs assigned by the government the player has be taken into account. So in order to do this I sorted all of the action cards into their own arrays based on category. Then I have giant math system that chooses a random number and the ranges that these categories falls into change if/when the player has a government type. Then once the category is chosen, a random number between 0 and the length of the array is used to pick a random card that the user has. This card is then added to...

DevBlog #8 - Game

      Today I worked on the some of the code for the cards and techs scriptable objects. I created a system that stores all of the information on the visuals, meaning variables that store the text, background, color, etc for each of them. I also created a bool statement that will check if a card can be purchased or not. This now allows me to make it so that some cards can be bought, and others are unable to be purchased.     I got up early before school to work on these features that is why there is no massive update. however, I did get to spend all day at home due to a minor procedure at the doctors so that is cool.     I also setup source tree and unity on my small, old laptop so I can work on the game without having to use the tower since I am currently unable to.

DevBlog #7 - Game

      An absolutely massive amount of progress was done today. I created a series of scriptable objects that will help us maintain control over our game, and make it so that all changes that are necessary are modular and can be easily carried out and its effects will require very little effort to integrate.     I create scriptable objects for government. I then proceeded to create the 7 governments each with their own modifiers, descriptions, and bonuses. I then created a system that will take into account the card bonused and their effects onto the drawing of cards. Now the government you have will effect the likelihood that you will get certain card types. These of course can all be changed in the editor, and the changes will propagate out into the system with no errors, and 2 seconds of time (just compiling time, :).     I also changed the way cards are used, making it so that now every type of card can be taken into account...

DevBlog #6 - Game

    Sorry for the long time between updates, but I just had to do AP testing, an I am also working on finals so it has been a log week.     This week is not so much code heavy but is more so UI and modular related updates. I created a series of scriptable objects which house the entire system responsible for cards and techs and their impacts on the game and the board. Furthermore, I added loads of UI elements that I am working on attaching together into a fully functional tech tree, auction house, trade window, and overall UI just as soon as one of our studio members sends over their input on the design. Once I have their input I will begin to be able to program the actual system, and not just work on making it look pretty.     Unfortunately, this is a really difficult system to setup as the cards effect every other system; building, tech, cards, units, war, loyalty, etc. This means while building this card and tech system, I also have to develop the other ...

DevBlog #5 - Game

      Hello, found out a solution to the problem that I was having yesterday. I have discovered the fabled perlin worms. We will use them by starting them off on high terrain values, and going to low terrain values changing every tile it touches into water tiles. This will create the effect of rivers.     Easy money!     Thats all for now, bye!

DevBlog #4 - Game

      Dear World,      So sorry for the delay on the posting of this devblog but I have been swamped with school, ap tests, and one of the other devs was working on the code, so I had to wait. Unfortunately when he pushed it broke everything so I went back, fixed the code, and implemented some new changes. The changes are as follows.     The objects being placed are now being done through the use of functions. This makes it easier to make changes to the objects, and reduces the complexity of the code. Went from 500 lines to 350 lines. Math did that!     Additionally, I attempted to rite a statement that would check if the game tile fell within the desired hex board barrier, and it if did it would remain, otherwise it would be deleted. However it does not work so that will be a problem for another day.     And lastly, I have been wanting to make changes to the way that terrain is generated. I h...