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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. Once a player has clicked the button end turn, they call and observer RPC (a network command that tells everyone but the person who sent it to do something) function where it has each client check to see if the person before them is one turn ahead. If they are one turn ahead it is their turn. I also added logic so that it works on the first turn (turn 0), and made it so that the player 0 checks the last player in the array. Then when it is their turn, the starting turn actions run, and then when they are finished, they press end turn, the array updates, and the RPC fires.

    3) Card Scriptable Objects: I reimported, and revised my old game's card scriptable objects. I updated them to work a bit better and started laying the groundwork for the dealer system, hand system, and more.

    4) Tech Scriptable Objects: Once again I reimported, revised, and updated my old games tech system. Nothing else was done to it.

    5) Dealer System: Started this process. I began laying out the functions/methods that would be for determining card slots, and randomizing card selection but taking influence based on government buffs and "debuffs?", taking into account purchased/queued cards, etc. Progress stopped there as I got sidetracked by trying to find a way to get a list of players, and a total count of players on the server. I still do not have this working yet.

    6) Government Scriptable Objects: I added in the government scriptable objects with all of their descriptions, names, values, buffs, and debuffs. I then put in place the variables needed to store and hold the government data, then called it a night.

    Conclusion: I got a lot done today, but also did not get a lot done today. I look forward to tomorrow, and I hope to keep up this good progress. Good night!



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