вторник, 23 июня 2015 г.

Debugging is price for game fun

Looking at code I understand, that not all system ideas fit into my head.

If code seems working, but bug still popping out, this is reason to go deeper.
Maybe I do not understand why, or how it works?

This stumbling block very annoying. Math is my preferred science, but when program show that basic math equations fails, then understanding come to light. I do not know math enough.

It is very disappointing. But this swamp must be crossed. And I will do it step  by step.

четверг, 18 июня 2015 г.

Strange bug is gone

When I remove internal box collider (card has hierarchy of objects and special effects uses box collider too), all fit in place.

Now you can see how it works in action:


This is next step to complex blueprints. Now I can introduce upgrade/replace for modules.

Upgrade details view

I implemented upgrade details view. Box colliders in unity is strange. One clone working. Another ignore mouse altogether.

Why this happens I do not know. Will investigate decision.

So difficult this new mechanic. Week after week spent thinking about implementation of it.

Small steps bring me to finish line. When I debug details and make replacing modules, I can make next stage: story/quest and levels.

As you can see - it should look like this:


четверг, 11 июня 2015 г.

Core mechanic about composition and artistic deadlock

Development going slower than I expect.
Why it is? Maybe ideas boiling and not ready to consume.

Current mechanic of combining working and I test them thoroughly. UI is buggy. One thing working but another (same) fails.

I want to end this game and make new great ideas come to live. But I must crunch this game.

When I started development this was simply experimentation about game design and  Unity. But now I know something in these areas and simply must take mine words about time.

Or maybe I will change release date to later? This question is difficult to decide.

I do not like alpha-funding model. You promise that can not be done in near future. And now I have no obligations.

Blizzard is good at it. "Game will be done as it completely done".

Maybe I should use this model?


My family likes how game development going and shout their ideas. Mostly wife - she very supportive (and I love her).

And now she has new game ideas (interesting one) and motivating me to finish this one to begin new.

This is good thing in family. They can support you and motivate to make things happens.

Gamedev should be fun. And no pressure is best for creativity. Some constraints will shape game and cut exceeds.

This combination mechanic is last one in current state of game. Then I add levels and market and ship prototype to kongregate.

Steam game will be developed further with more content. But it will be next chapter: "BoomTris - New horizons"

пятница, 5 июня 2015 г.

Details for upgrade cards

After shuffling code I made UI for upgrade card details. Interesting how can be changed basic things after some iterations.

Unity afford to experiment with it. You make and see what happens. Then change when playing.
One bad thing though - unity does not have ability to save changes. We need to copy and paste one by one piece of design.


понедельник, 1 июня 2015 г.

Complex blueprints for heavy weapons

I introduced all heavy weapons upgrade blueprints. And it works.
So fun, how it easy to upgrade game with available scripts.

Unity is awesome tool for it. When you have one piece working, you can reuse it as playing block. Simply put component and adjust it.

One thing bother me - scenes grow big. I need to find some organization patterns. It's being tedious to navigate scene with many root objects. Maybe hierarchical organization is good.