Skip to main content

Posts

Showing posts from February, 2024

DevBlog #34 - Game

    I have made a whole lot more progress today on the game. Here are the updates so far.     1) Empire Creation: I have created a scriptable object and a script to manage and control the empire-based actions. When created, the empire script reaches out the the name creator script and generates a random medieval empire name. It then stores all of the data such as religious stats, empire stats (gold, tech, people, wealth), infrastructure-based data (buildings, tiles, cities), and empire armies. Additionally, once created each empire gets a unique soft color which will end up going on troops and flags, and be used for other empire-based interactions.     2) Religion Creation: I have created a scriptable object for a player's religion, and I have also designed a really cool way of managing and progressing your religion. Religious progress (religious tenets, ideologies, and foundations) is controlled by a new type of card that uses 50/50 chances to determine wh...

DevBlog #33 - Game

     A lot of progress has been made today, and I truly mean a lot. Let's go over it below.     1) Camera Controller (Reworked, mostly): I now have the system properly moving (WASD, arrows, panning), and rotation (mouse, and QE). I have removed zoom since that was not working for me, and I was getting mad trying to get it to work. That's when I moved over to the game manager system.     2)  Game Manager: The Game Manager system was my first real solo attempt/challenge with networking. Everything else I had followed tutorials to get done, but now I had to do it solo, on a niche platform (FishNet), and with very little documentation. The turn system was challenging since I had to keep track of the states of other players (their turn, and if they had finished it). My setup is as follows: An array to keep track of each turn that every client is on. It is a global/synced value. This means if client A updates it every other client also gets it updated. ...

DevBlog #32 - Game

      Progress has been made. I have done a couple of things today that are pretty amazing (for my skill set), and in the following paragraphs. Enjoy!     1) Client Scene Movement: I am now able to send clients to certain scenes based on a string of the scenes that I want them to go to. This should work for all networked/lobby clients, but I have yet to test the system on anything other than the host system (my PC).     2) Terrain Generation: I have swapped out the old outdated hexagons for the fresh and new squares. I mainly did this so that when I was working on networking and pathfinding for roads and canals I would not have to make art combos for 2^6 but instead 2^4 for each transport type (ex. plain and stone roads, plain and stone walls, plain and stone canals, etc). This will end up saving me hundreds of hours on Blender, are will give me a bit of a more unique art style (imagine a hybrid of Polytopia and a board game). Terrain generation was ve...

DevBlog #31 - Game

      We are back!!!     After several months of not wanting anything to do with my game due to the sudden and unfortunate realization that I would have to restart everything, and also have to figure out how networking worked, I am back! I have done a lot of thinking, a lot of school, and a lot of everyday life things, but now I am back, and I have made some progress that I am wanting to share.     First things first, Steam Multiplayer...     Multiplayer is a very difficult thing to do for Unity, even more so on a very small budget ($0), and a very small amount of networking knowledge. In total, I have probably watched somewhere around 100-200 hours of networking tutorials for Unity, and I have only just scratched the surface of what I need to know and do. However, that does not mean that I have not made some progress, because I have. I just completed the most basic implementation of Steam matchmaking/multiplayer/lobby systems in the world. Y...