Skip to main content

DevBlog #30!! - Game

     Today I worked on the previously mentioned quality of life updates. Now when you progress to the next turn, the previous turn's notifications are cleared.

    I also added event cards. This was cool as a lot of the event cards are chance-based rewards or risks. They are all 50/50 so the programming was easy, but still cool. However, the adding of event cards somewhat broke the queuing mechanisms for the dealer. I now have to fix the way queuing system, making it take into account the already purchased action and event cards, then deal and display the appropriate cards for the next turn. I also have to fix how the event cards are displayed in the auction house. They are shown right, but when I click to buy, the card does not always show it properly.

    A lot of progress was made to day on the event and action cards, along with dealing, auction house functionality, and notification quality of life updates. All in all a pretty solid amount of progress. 

    A video will be coming to the channel soon, and so will a steam page for the game so make sure to check that out!

    Bye!

Comments

Popular posts from this blog

DevBlog #41 - Game

    More progress has been made, and I feel like a million bucks because of this game.     1) Tech Tree Restructuring: I have switched my 1D list to a 2D list so that I can store all of the data about the branches and their different techs in each era. I have made it so that you can smart scroll through eras and through each tech category. Once researching the first tech, settlement, you can then get access to all other tech categories (Military, religious, education, industrial, etc), and each tech in that tree for each era. At the bottom, you can press a button to increase or decrease the era that you want to view. However, you can only increase up to a certain point, either the max of era 3 or the furthest era that branch goes to. This makes the tech tree feel a lot more advanced and less crowded.     2) Auction House: I have now got the viewing system working for all of the cards in the auction house, as well as the system to reassign who it is that is ...

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 #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!