Not the most legible font.
I’ve been on a bit of a break due to moving to Philadelphia and the holidays but one major thing I am looking at as I get back to work on both fortunes and the side task of one game a month is legibility.
The default NGUI fantasy font did not work terribly well from the web demo of fortunes. Fortunately I was easily able to import another font with it and BMFont.
The only difficult part was realizing I needed to change the extension of the text file BMFont created from .fnt to .txt to get unity/NGUI to be able to read it properly. Also important is to backup your project before making changes to the atlas. I got some strange results when Unity crashed mid-way through the process.
The title is still a bit fuzzy but everything else looks sharper in Arial
I have some metrics issues which are preventing me from getting to one of the larger screens of text to show a better example of the new font. But once that is all resolved and bug tested I will get a new version of the game up here which will hopefully be at least 30% more readable and therefore 50% more fun.
Do you have any suggestions on how to make leaving feedback on the game easier? Please let me know!
So I got some feedback from reddit that people were confused about what to do when playing fortunes. Surprise to me, I’ve been working with this so long everything seems pretty natural.
So I’ve made two changes recently to help make things more intuitive. I greyed out the cards you can’t play instead of just having there name turn red, and I worked on getting double click support in.
When I added the ability to drag your cards to play them I took out the old click to play. This was to prevent mis-playing cards which was admittedly mostly in preparation for the mobile version. This I think made things less intuitive in the web version. Hopefully this fixes things.
If you haven’t already had a chance or you want to see the new updates please take a chance to go play fortunes now!
I’ve Been working on using NGUI to update Fortunes.
The main benefit is that it will be able to automatically scale with resolution so we won’t get awkward overlapping. But it also has some nice handling of drag scrolling that was frustrating me for the cards in hand.
Next up will be the most challenging part of the GUI update, handling Tarot Divination layouts. I have some thoughts from looking at some tarot apps and the better scroll handling should allow more flexibility in that regard.
What has been the most interesting tarot deck art you’ve seen? Let us know in the comments.
Those poor plants in the upper right are almost gone
Got the plants working in a “creep” like fashion now. They cover a radius around where you planted and slowly draw in instead of just having a static plant that vanished after a time. It sounds like a minor difference but the visual impact of seeing the foliage withering away was really satisfying.
Next up is working on Enemies. I found a free scorpion model on Turbo Squid and am going forward with that, any of you know of other places one can find free fauna models?
I was really worried that this project was falling apart before this week but several things have come clicking together.
What does the future hold?
There is a for fun Divination aspect to our game fortunes where at the end of the game you get a future generated by how the game went. Since the game play is mostly solid yesterday was working on making this a little bit more visual.
No, not exactly what I meant...
A problem we ran into is the fact that the layouts are pretty large. We have to make the cards tiny to fit on screen or have you scroll forever. So what I’ve tentatively done is to just have a picture of the layout with boxes for the cards which you click to reveal the detail of the card for that position.
This is a layout for a fortune...
clicking on one of the boxes gives you…
Ignore the silly text, its a place holder just like the art.
For reference the old, boring wall of text version looked like this:
This is a good fortune we promise
So what do you all think? Is this change an improvement? I may add colors or something to distinguish the separate categories within the layout to make it pop a bit more but visual aspects are not my strongest point. As you can tell by looking at the website! Well if you read this far thanks for reading and please share your thoughts.
Most of the updates have been to AI for fortunes but there are some visible updates.
Stock art for now until our artist is done
So here we have a bit of how it will look like with card art, although this isn’t the art we will use in the end. Also there are toggles in the upper corner for toggling sound effects and music.
The title menu
Last weekend I holed myself away at James‘ place and spent the entire weekend working on the Fortunes prototype. Its gotten a little bit more work since then and this is what it looks like currently.
Sadly I couldn’t get my video capture working and the stills don’t show off terribly much yet, as there is no art done yet. But the basic structure of the game is still there. We start the game, and east player lays down a card…
which card will I choose?
and our valid plays become un-dimmed and we choose a play. I’ve found a variety of free sound effects and from the unity asset store got a fantastic song called “Build me a future” by ADHMusic. Really appropriate I thought. It may get replaced later but it sets a good tone for what we currently have.
Yet Another decision
So if any of you know of good, free software for video capture, please let me know in the comments.
This window of filler text apparently drops the frame rate to 10! That'll need some fixing
This morning I got the fortunes prototype to a playable state and immediately began learning from it. Its an exciting time to go from looking at the flow of how code should theoretically interact and seeing it actually play out. It also reinforced my main lesson from work on Marco Polo. Mainly not to get bogged down in making something perfect, and get something testable done. 80% of the crippling problems with Marco Polo were ones I had no idea would be problems despite spending tons of time trying to make sure things were immaculate. Live and learn I guess.
Have any of you readers played the card game we designed that this project is based on? If you did leave us feedback in the comments or at email@example.com
The software developers among readers should all know exactly what I mean with this title. You get a project going, get some great momentum, and get almost done. Then bam, well this isn’t quite right and you need to back up, or boom you need to slow down and polish that a little bit, etc.
So it is with pleasure and pain that I say that Marco Polo is approximately 90% complete with its first iteration. A slew of issues seem to have veritably conspired to slow me down including some hard drive problems(Thank god for svn).
Marco Polo on an actual phone
Despite the slow down this is still very exciting times. In the next few months we will finish up our alpha version of Marco Polo, head down to birmingham for play on con and begin formalizing our designs for the next game(we have at least 4 more planned out but we can start hammering out more specific details based on what we learn from the current project).
So readers, where do you usually get android apps from? Let us know in the comments!
First draft of a menu screen. It will get prettied up later.
So I’ve managed to get taking screenshots from the phone itself worked out instead of just capping my whole screen in the emulator. I’ve got all the necessary extra screens working for the most part but decided to share screen shots before moving on to the final one.
Thankfully the interface does not rely on my artistic talents!
Some of the screens are still need more labels and formatting, but I am focused on functionality right now. James has an artist who has offered to help with some of the polishing for the interface and I may get Gina to help us out too.
Choice 1-3 will be game names in the future
This simple list screen ended up being a lot more trouble then it should have been. I originally tried to get it to be in a dialog like the create game screen but android’s internal support for lists is only presented in the form of a whole new activity. After having gone through the motions once I may go back and make the create game screen it’s own activity as well.
You have chosen....wisely!