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DevBlog #37 - Game

     An incredible amount of progress has been made today, I have never been this excited to tell you guys about it!

    1) Building Placement System: I have now got a functioning system where the player can click a card, and if it creates a building, it will open up the build bar, and allow the player to place the buildings. I have added the systems to see if the building requires a settlement and if so it will check to see if the tile is owned by that player, and if not that can build on it/ I also added in the acceptable tile locations based on the building and its data. I then have it adding that building to that settlement and to the players' empire, and then being saved for effects later on and at that moment.

    2) Card Placement System: The visuals are all synced up and functioned wonderfully. Of course, the UI is all primitive, but we are making progress. I have made it so that the cards require certain tiles to be played they will check and then notify the player, making each and every tile fully customizable on functionality, and playability.

    3) Card Effect System: Now works with buildings, cards, religions, events, etc. All of the systems work on the cards that last forever, x amount of turns, or only once. The effects are understood from the scriptable object and then translated into real-board effects.

    4) Building Effect System: The buildings have been set up to connect with the building system so that when a player places something the buildings have actions. The system is super modular so every effect for buildings is currently functional, and it will be super easy to add more functionality for buildings in the future. I have currently built a couple of systems for having the buildings affect settlement food, population, level, etc, and then having them affect player gold, tech points, government, religion, and so much more. I will work on unity creation later,

    5) Interval Effects: Every interval, the buildings, card, government, religion, and standard game effects take place making the game technically playable (other than multiplayer interactions and anything to do with combat). A lot of cool things happened behind the scenes for this, and was a lot of fun to connect all of the independent siloed systems together.

    6) Settlement Functionality: Built the system for settlement creation (naming, stats, etc), along with setting up settlement functionality like population growth, religious calculation (religious majority, total followers, religion counts, etc), object production, unity production, and more.

    7) Empire Data Improvements: Empires have been created to make it so players can save all of their information it for viewing, saving, and comparing empires. The stuff that saves is as follows: player gold, tech points, buildings, settlements, tiles, followers, religion, government, wealth, etc. All so you can get end-of-game stats and more. I hope to turn this into a save game system, but who knows...

    All right that is it, I will keep working on this and will update you later. Goodbye and good night!


    p.s. here is the scope of the project (pic taken from my Miro board). This snip shows the plan for the game in its entirety, except for the UI, I have temporarily removed that due to a desire to remake it. Other than that it has all of the cards, buildings, objects, rules, mood boards, etc.




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