So a big advantage of this big UI overhaul is that I have actually visible things to share today!
So there are a couple of things going on here. The entire information section at the top has been shoved over to the right and made more graphical. While the card hands of other players are now visible to give a better sense of what is going on around you.
I've also added some animations to playing the cards and a visual measure of how you're doing.
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!
So for all of you wondering how the project is coming along, now you can just go play fortunes.
So the divination has been worked out for the most part. Going to have to do a different but similar approach for the smaller screens for phones and what not. Also had some issues loading pages come up when I tried to throw up a web-player here.
How is Fortunes? What is unclear? What could we improve upon? Let us know!
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:
- Tutorial(Not sure how necessary this is given the rule set will not be implementing this before making a web-version available)
- Audio Sliders: instead of just sound effects music on/off
- 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.
- 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.
- 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.
A big challenge I've faced recently has to do with data.
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
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.
I've been chugging along polishing fortunes. Had an interesting issue with text windows and scrolling because I somewhere down the line changed the input settings in Unity and got scrolling to go the entire text at once.
Once I'm in an OCD enough mood to get the new NGUI interface all aligned properly I'll share some screenshots. In the mean time for the few of you who have expressed an intrest keeping up with the project: Fortunes
Thanks Sophie Houlden for informing me about workflowy!
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.