Wednesday, June 12, 2013

Update 11: Chipping away at the basic game

It's been a busy few months for me as I had a new baby girl, kicked off two major projects at work and worked on a variety of outside spring projects in the backyard.

I have still been chipping away, converting my characters into Unity Prefabs, working with selecting objects on clicks and finally, getting the first, very basic turns working. It's always two steps forward and then one step back. Fixing a shooting bug introduces a camera bug, which when fixed creates a UI bug.  


Tonight was typical. I rewrote the shooting mechanics, everything looked good, I fired it up, and then.... nothing. One of the downfalls of game development is that a lot of the debugging tools are still behind that of most web applications. I did figure out the issue, but my code is riddled with Debug.Log statements that track my progress.

It is coming along. Here are 4 screen shots that for the first time are beginning to show the basic workflow. Please ignore the obvious clipping and camera issues.


Turn 1 Player: The isometric camera scrolls to center over the player. The player can see two targets (ninjas). Clicking on these centers the isometric camera over the enemies.


Turn 1 Player Shooting: the player then presses/enables the shooting button, which switches to the player cam view. Here the player has 3 options. 1, shoot the current target. 2. using Tab, switch between the other targets. 3. Press escape and go back to the first screenshot.


Turn 2 Enemy. After the player has show, it's the enemy turn. The same rules apply as turn 1, but now it's the enemy. Note that I now appear in the enemy/target list on the bottom right


Turn 2 Enemy Shooting: Ditto, but with the enemy again.



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