Skip to main content

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 have been looking into alternatives to perlin noise such as simplex noise, woorley noise, fractal noise, and layering my current perlin noise setup with layered fall off maps. All of these are great alternatives but I am still struggling with what to do. I want to create a system that will allow me to have biomes, rivers, continents, and make a more realistic looking terrain. I want to make it so that a player my be forced to survive in a desert or on top of a mountain, or on a small archipelago, and I just have no idea how to do what I want to make. But more important than biomes and continents are rivers. I think that boats should have a massive impact on the way the game is played just like how boats have massively impacted us in the real world. I want the player to be able to connect their cities together with either canals, or use a system of rivers to go from place to place moving their troops and people. Unfortunately, I have no idea how to make rivers appear in noise.

    I will keep you all updated as I continue along this journey, but until then, to de lou!

Comments

Popular posts from this blog

DevBlog #4 - Fintech Platform

Progress Update (Life): 1) Just a quick update, nailed my forensics test (Monday) with a 93%. 2) Nailed my Calc exam (Applications of Derivatives: 92%, Function Analysis: 82%) 3) I have my AP Macroeconomics tomorrow with AP Psych right after that. 4) Next week I have finals for AP Mirco, AP Calc, AP Psych, AP Computer Science A, Forensics, and Langauge Arts. 5) What this means is that progress updates are going to be taking place at irregular intervals until everything settles, so sorry in advance. Progress Updates (Fintech Platform): 1) I have the connection to MongoDB established and have data being added to the DB from the signup forms. Data is taken from the forms, encrypted, and then sent to the database for storage. At the moment only the password is encrypted but I might change that. This means that I can begin moving to the next thing. At least once I fix a small little bug. Currently, it goes to a test DB and not the DB for this current project. I am going to have to figure ou...

DevBlog #23 - Game

      Today, a lot of cool things happened that have a drastic effect on the game and its systems. You can now add several effects to a single card. Each effect has their own duration, amount, type, requirements, etc. All one incredible system. This required me to rewrite a bunch of the cardEffectController script but was worth it. I now also have cities seeing and recognizing their effects and the buildings effects on them too. In addition to this, I also added the population growth system and the population feeding system. This allows the cities to grow and prosper.     I have added some more cards, and have been adding in all of the effects that the cards have on the world.      Pretty neat stuff.      I am going away to camp for 3 weeks so I don't know if I will be able to post or even work on it, but I will do my best to keep you updated on the game and on any changes as they come.     Thank you so much, bye...

DevBlog #19 - Game

      Today, I made a huge amount of visual progress. However this visual progress was easy to implement, so very little back end progress, as I had built it in a way to easily implement this new feature.     I have made building possible. I have also made all of the buildings and their effects happen in the game. It is response, and works very well in the MVP demo. However, I am going to change how it looks from a system where you drop the card and then your done, to a system pops up and allows you to build it. This system will show you a green, transparent, ghost game object for you to place, then once it has been placed it will turn int the real thing. You will also be able to drag and drop from the UI bar at the bottom the buildings that you an construct from the card you have chosen. This will look really intuitive and pretty, but will be simple and easy to implement.     This is a pretty big day as now I can actually do things on the...