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Showing posts from July, 2023

DevBlog #24 - Game

      I am at Silicon Valley Immersion camp so I will keep it brief. I have created the system for managing effects for gold, silver, population, tech points, sacrificing, settlement loyalty, troop creation, and more. I also worked on some bugs and made the system more modular by supporting an always updating list of governments. It is 100% modular and scalable for all aspects of these political relations. In order to work more on this I am going to need to have multiplayer working so it will be a minute before that happens.     Sorry for the short update, I'm away from home, and at camp where resources are limited.     Bye!

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 #22 - Game

      Today was a big day. I got a lot of things working, in a shockingly small amount of time. alright, here they are:     1) I now have the collision system working for the cities. This means that I can now store which tiles are under the control of  a city, and which tiles are not. I then use this information to help with the placement of cards, buildings, units, etc. As you can tell, this is a pretty big deal. I then add the city to a list of the player's city so that it can be stored, and then used to manage the effects each turn for the buildings.     2) I am now updating the rotation of the cards to be the same rotation of the player. This does not sound like a big deal, but it is. Now the cards will be aligned with the player making playing them and picking them up easier, prettier, and more convenient.      3) I have fixed the building system. Now, the system takes into account weather or not the building requires a city to...

DevBlog #21 - Game

      Wow, 2 in one day. That's incredible. The meeting was eventful but I can't help feel disappointed after leaving. I feel like I am taking this game supper seriously, but they are just there for the ride. It is disappointing, but expected. Although, this does mean more equity for me, so that's a plus.     I fixed the bug that was happening with the buildings, and built in the settlement requirements into the cards and the buildings. I have no way of testing them right now as the detection system for my settlement tile control mechanism is still not working. I may have to find a different approach. Idk.     I have worked more on the UI and the UX for the player too.     Every time I feel like I make progress om this app, I realize that I am missing something crucial. For example, I was down stairs gnawing on chicken and I realized I had completely forgotten about the combat system. So I added it to t...

DevBlog #20 - Game

    Today I built the panel for the placing of buildings and of settlements. This panel will also be used for the issuing of units and their creation. This is how you use it. You've selected a card that can build, and you get this pop-up menu See all 5 of your cards This is what it looks like after you have placed the building           I have also begun working on the logic behind settlements and their impact on the game. I have "made it" (code implemented, haven't tested it yet) so that cards if you select the bool that says they require a settlement can only be activated/used if they are applied to a tile that is under the control of a nearby settlement. Also the effect of these cards will then be applied to the settlement. For example, reducing or increasing the people, food, armaments/items, loyalty, weariness, etc of the settlement. This can now all be controlled by the cards and their placement.     This was a big update and has t...

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...

DevBlog #18 - Game

      Today, I spent 10 hours working on the ability for a user to select a card, then a tile, the hit the card again in order to use it if it is tile specific. However, this idea sucks, and I don't like. Tomorrow I am going to go back and change the entire system. Instead you are going to drag the card to where you want it to go, then release it on the tile you want the effect to take place. This will then apply the effect to that tile. This way it is one click and not 3, and is also more interactive for the users. Furthermore, I wont have to convey to the user that certain cards are tile based, and some are not.     I also rewrote the terrain hex map generator script. I made the script completely modular, meaning that in the editor you can create an object to spawn on the terrain just by clicking a plus. You then plop in the model, the name, the description, the spawning frequencies, and the tiles that it can spawn on. Then for each tile that is generated it c...

DevBlog #17 - Game

      These past couple of days have been exceptionally rough. I accidently destroyed my temporary file backup system for the game, and pushed the bad code to GitHub. I then spent 20 hours trying to get everything back. Olex and I where up until 1 in the morning trying to fix everything. Then we shut it down, picked it back up at 6 and continued work. We finally got everything working again, but it was a grind. I then had to redo all of the work and progress that I had made in the past week and a half. In the end though we got it back, and I learned a lot about source control.     I also made a bunch of progress on the card effect manager script, and realized something about scriptable objects.     Firstly, the card effect manager. I created a system that would allow us to in the editor customize the exact impact and effect the card would have on the player, and on the board. Then I created a system that would track how long the cards where active...

Dev Blog #16 - Game

      After several meetings with the team, we have come to a decision on how the users will interact with the game, and how the UI will be built. We ended up going with my design with some minor alterations here and there.     I will now be working on card effects and how the user will be placing the cards in game. This should be quite the challenge since I am not so good with front end visuals, but more so back end. However, I love challenges so I relish at this opportunity to grow and improve.     Olex is also working on the auction house for the cards. He is creating a system to store all of the discarded cards, and then a way for the player to buy them, and then add them to the inventory.     While Jeremy is working the 3D art  assets for the game. The tiles, terrain objects, buildings, etc.     While Nick is working on the UI art and polishing up the overall design while the rest of us code and model. ...

Dev Blog #2 - Fintech Platform

      I have begun working on the user interface for the small fintech app. The app will allow users to send money from person to person like Venmo or Cash App, however, instead of taking 2.5%, I take 0.5%. I use stellar to make all transactions happen at a cheaper cost, and more efficient speed. Stellar also helps with currency conversions, user fiat deposits, and so much more.     Today I made the beginner template for logging in and creating an account. I then use Firebase to manage and control all of the users accounts, and store all pertinent information. Once the user's account have been created, they are then sent to the home screen where they can see their balance, and interact with their funds.     This has been fun so far, and I am looking forward to working more on it later.     Good night, and see ya!