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Fortunes motivation

0 Comments | This entry was posted on Apr 23 2013

Fortunes work has taken an upswing lately. Regular feedback is a huge help and I’ve been lucky enough to have made a friend who is willing to do a pretty good job of giving consistent feedback and poke me about making fortunes updates.

I’ve done a bit of restructuring of the user interface to try and make things like what team you’re on and which score corresponds to which team more obvious(the fact that things like this aren’t apparent are things you lose sight of when you know the game in and out and have been working on it for a long time.) Still need a way to make the different suits of cards clearer but that may have to be up to the final art to convey. Still would be good to be able to convey this somehow other then relying on the art though.

Also added a score summary at the end of hand before the divination screen to give a clearer picture of how you fared.

If you want to see how Fortunes is in its current state, go ahead an go play fortunes.

Spring awakening!

0 Comments | This entry was posted on Apr 09 2013

We are preparing to ramp things back up here at Cliche. James has been super bogged down with his day job and I’ve been dealing with moving to a new city and getting settled in. We’ve got a lot going on this spring.

 

ConCarolinas

Cliche Studio is going to North Carolina May 31-June 2 for con carolinas. We don’t know what panels we’ll be on yet but in the afternoon-evenings we will be showing off two games. Hexit Strategy and Fortunes.

Fortunes

Fortunes UI work has resumed and we have offloaded hosting of the work in progress to gamejolt. Their site gives me more flexibility with the presentation of the game without me having to be concerned about breaking the theme of the current website or muck around too much with wordpress settings. If you want to see how the game has progressed head over there, play fortunes, and leave a rating or a comment with some feedback.

Hexit Strategy

And when you gaze long into an abyss the abyss also gazes into you.

And when you gaze long into an abyss the abyss also gazes into you.

 

 

 

 

 

 

 

 

James has done a good bit of playtesting with our newest version of Hexit Strategy, and our friend Corey has been working on some art as you see above. We hope to have 3 sets of the game ready for the convention.

I also discovered a nifty site called gumroad which lets us put up the print and play version for sale and handles everything for us. It is a pretty nifty set-up and we have the pdf as pay-what-you-want. We’ll be sure to make an updated version once all the artwork is done. In the meantime go download and play.

 

Sidenote: To break-up the long slog through this lengthy project of fortunes and to hone my own personal skills I’ve been participating in one game a month. Some of these are not official cliche games but you can check out else I’ve been working on here.

Fortunes burndown

0 Comments | This entry was posted on Aug 04 2012

So I haven’t updated you all on fortunes in awhile.

I’d been updating testing, documentation, and refactoring a lot recently. Nothing too exciting for the non-developers out there. Recently I’ve been getting back into some UI though and am trying to implement gestures to play a card by sliding it up instead of just tapping on it. Avoid accidental plays this way hopefully.

Getting some odd glitches happening in some corner cases but its working for the most part. What’s left for me to do? In no particular order:

  1. Tutorial(Not sure how necessary this is given the rule set will not be implementing this before making a web-version available)
  2. Audio Sliders: instead of just sound effects music on/off
  3. Respect the sound settings of the phone: This is a pet peeve of mine. If I have my phone on silent I don’t want your game playing music/sound. I feel other people may feel the same way too.
  4. Save Divination: meeting with the client later this month to discuss exactly how this should play out since this portion of the game is more of her thing and is add on/lore/fluff for the game proper.
  5. Possibly go back and try and fiddle with AI some more.

The Audio sliders and the divination part are the main things I will be working on before something gets released(at least that’s the plan) that you all can play. Well that and getting the glitches out of whats already implemented.

Fortunes Update — Taking charge of destiny and file systems

0 Comments | This entry was posted on Jun 16 2012

A big challenge I’ve faced recently has to do with data.

“All i see is blonde, brunette, redhead…”

Getting data from non-technical people.

James created this fancy spreadsheet for Barbara to fill out for the divination part of fortunes and only have to deal with one card at a time. After handing me this huge spreadsheet I had to figure out how to get the game to use this data.

Proprietary data formats and multiple build targets

After a little bit of google research I got Unity3d and excel to play nicely and had a pseudo-database set up running pulling in data from multiple sheets in the excel file for various parts of the game. Now if any of the card values needed to change, not just the divinations but card names we could modify the spreadsheet and not worry about changing any of the code. Sounded brilliant but it only worked on a standalone windows player. A web player or android build got stuck repeatedly trying to pull in the data from a class it couldn’t properly access.

You must take your eyes away from the tree before you can see the forest

This image may or may not be a non-sequiter

I spent awhile butting my head over many days trying to get this excel file reading to work on various formats. I was almost ready to set up a PHP script on our site for the web player, but didn’t like having a separate solution for that and for android. Eventually looking at workflowy I realized i was trying to solve the wrong problem. I shouldn’t be trying to read the excel file on these separate platforms. I just need the relevant data from the excel file. Some poking from that angle revealed the Resources class in unity3d. Between a little bit of work condensing the data I need into one sheet, saving that off to a tab delimited text file, and writing some code to parse that file I’ve got the current version of fortunes working with the data on android, windows, and the web player. I don’t have a mac to test that but I’ll probably get my fiancée to test that sometime soon.

Balancing on the edge of Survival

0 Comments | This entry was posted on Apr 27 2012

Last week We submitted an entry for edge online‘s Unity3d competition. We had six weeks and dayjobs in the way so we had to scale our original ideas down quite a bit but I think we did fairly well considering the constraints.

Update: I tried to embed the game in this post recently but do to some wordpress issues there were window sizing issues. you can play the game however here.

#if Fortunes … #endif

0 Comments | This entry was posted on Apr 11 2012

No Just Deserts today, been trying to clean up Fortunes so our client can show off what we have so far at RavenCon and at her talk at the library of congress. She wrote up an impressive amount of copy in this ungodly dark magic excel spreadsheet James designed and I’ve had fun wrangling getting unity to read from that. Apparently even if you get it working in the editor that does not mean the excel file will be moved properly when you go to build so I have to copy it manually after building each time. Future task: automate that process.

I additionally have poked around in conditional compiling since our code for saving a divination doesn’t work in a web player which is something we want to be able to do. Just in case you’re trying to do the same thing this page http://unity3d.com/support/documentation/Manual/Platform%20Dependent%20Compilation.html is helpful but not the first thing to come up when I was searching myself.

Food in the desert & asset store

0 Comments | This entry was posted on Apr 03 2012

Just deserts has sent us to our first paid purchase at the unity asset store. Its worked pretty well for our free asset store items so I guess its time to give back to the asset store community.

As far as just deserts is concerned got food implemented and along with that player health. Went ahead and put in the logic for losing the game at 0 health even though nothing can damage you yet. Enemies were supposed to be next up but that didn’t get done because of frustrations with a free model I had found that was far too detailed and got imported poorly to unity and had orientation issues(I could not get it’s forward aligned properly with the mesh.)

My list of things left for Just Deserts.

Withering away

0 Comments | This entry was posted on Mar 31 2012

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.

Intricacies of Binding volumes

0 Comments | This entry was posted on Mar 29 2012

Been having a lot of trouble with an adjustment we’ve been trying to make to our Edge game, just deserts. The win condition is supposed to be when you’ve covered the desert with fauna and I have the plants as a circle of foliage around where you planted them. I was checking for victory by periodically raycasting down onto the board and seeing if I could hit the board but this was coming up true in some very wierd situations. I tried many things including changing unity’s collider trigger settings futzing with layers and various head aches for multiple days.

Today I tried changing the colliding volume from a cylinder(what matches the model) to a box. It works now.

Sometimes the simplest solutions are the best.

Our foray into the Edge create unity3d competition

0 Comments | This entry was posted on Mar 20 2012

Since we are ahead of schedule with programming for fortunes we are entering the Edge Create Challenge

Edge create

Edge Create Challenge 2012

We came up with a game for their theme of ‘edge’ that we’re tentatively calling Just Deserts. It is about a struggle to preserve an ecosystem on the verge of dying out. We’ve got a good working prototype with programmer models going on right now.

Beautiful programmer models

Are any of you taking part in the edge competition? Let us know in the comments!