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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.

Divination — Fortunes

0 Comments | This entry was posted on Mar 04 2012
Wheel of Fortune

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.

Visual Kei

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.

divination layout

This is a layout for a fortune...

clicking on one of the boxes gives you…

Close up

Ignore the silly text, its a place holder just like the art.

For reference the old, boring wall of text version looked like this:

good fortune

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.

Fortunes Screenshot redux

0 Comments | This entry was posted on Feb 11 2012

Most of the updates have been to AI for fortunes but there are some visible updates.

Fortunes gameplay

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.

Fortunes Screenshots

0 Comments | This entry was posted on Jan 21 2012
Title menu

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.

opening screen

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

Development #3

0 Comments | This entry was posted on Dec 12 2011

Slow progress this week

progress we've been making

Please pardon our Progress

I’ve had multiple family events, a wedding and a rehearsal dinner distracting me this week, and getting the logistics involved for both. That combined with the fact that networking is a bit of a weak-point of mine, lead to a little bit of a drudge since last time.

MYSQL woes

database tables

Pictured above, somebody else's tables

Trying to use alternate processing when a player reconnects has lead to some interesting sql errors. Deciphering these is a completely unexpected challenge.

Unraveling

unraveling yarn

This is what it feels like

This last bit has been especially frustrating because it seems like instead of coming together like earlier its falling apart. Its necessary to make the final product better but its still a little disheartening to see the apparent stability of your project decrease as you try and make underlying problems more visible so you can fix them.

Keep on Slogging
In the end I have to remember that I can do it if I keep on slogging.

What about you?
What projects are you working on? How are they going?

Development #2

0 Comments | This entry was posted on Dec 05 2011

Got testing mostly worked out. Updates to smartfoxserver revealed a way to create NPCs serverside so I took some time meddling with that to get it to work with our purposes. Successfully got my two NPCs Hudson and Geoffrey playing the game together.

Now that the testing framework is good my next focus is dealing with server connectability and reliability. Right now if you lose connection you’re kind of in a limbo state and I want ot change that so the system handles losing connection as gracefully as possible.

What are some of the best ways you’ve seen computer programs deal with connectivity issues? What are things you’ve seen them do that aggravated you?

random news

0 Comments | This entry was posted on Apr 25 2011

Lots of stuff has happened since last post. First of all we found out in addition to registering our business with the state of Georgia we also needed to apply for an Atlanta Business License. That was an adventure in beuracracy itself. Maybe Jame’s will use his writing skills to regale you with the details later.

I’ve been playing around with the google map API and having fun trying to get it to do some things it apparantly wasn’t supposed to do. Getting close to the whole 90% complete phenomenon. Still looking to have version 1 done on time though.

Screenshot Saturday

0 Comments | This entry was posted on Apr 10 2011
rough version of menu screen

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.

create game dialog

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.

will be a display list of games

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.

hilighted version of the game list screen

You have chosen....wisely!

Screenshot Saturday!

2 Comments | This entry was posted on Jan 29 2011

I’ve avoided doing this in the past because I felt there wasn’t enough of a graphical presence to really show off anything. Excuses I say, show a screenshot of what you can! So here we go

text interface prototype

pre-UI text only interface

Here we have an android emulator with a chat-like interface for passing messages to a server, and rendering the responses. This is nothing like what the finished result will look like, but its progress. The command in the text line is what produced the above results retyped for illustration purposes.