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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. 

    I also created a system using the build and card script that will help me determine the types of buildings that can be placed by each of the cards. This script takes a raycast of where you are currently looking and grabs the data from the current game object that you are placing from its building script to see where it can be placed. I then added this system to the recently created player script.

    The player script will allow players to draw cards, keep track of turns and eras, and much much more. Furthermore, I created scripts for cities making it so that each city can store info about its self, like the religious followers, dominant religion, loyalty, etc. when the cards are drawn by the player, the player will then click one of the cards on the screen. This card then has its info sent to the placement script where you choose where to place the buildings based on their requirements determined by their buildings script.

    I also refined the system for the dealing of cards. We drop in all of the action cards into one main dealer script which then refines and sorts the cards into their respective categories, and then has the game draw from them with the odds being determined by the government class. Then the chosen cards are added to an array of action and event card slots, where their position becomes the slots position displaying them on the UI in a more physical sense. I then realized that every time new techs are researched the cards will be then sorted again creating duplicates which would mess with the odds of the dealing, so I made it so that once a card is sorted, then it is deleted from the array.

    In the end, this is a incredible journey and an incredible experience, and if you are interested in making games by either yourself, or like me with my friends my best advice is just to get started. The more you put off learning, the less you are going to learn and progress in this journey.

    Good bye yal, love ya!

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