I'm an indie game developer and gaming enthusiast blogging about game development, coding, creative tools, 3d modelling, texturing, and more.
Sunday, December 14, 2014
Rise of Dagon : Dec 13 2014 Update
Wow what a week!
Firstly if you had not already seen I participated in Ludum Dare 31 last weekend. I did the 48 hour competition version which means I had to make a game from scratch in 48 hours all by myself.
I was really pleased at the theme "the entire game on one screen" and I was able to quickly and efficiently utilize Unity 4.6 to make the game idea I had planned on.
I really didn't hit any roadblocks in the process and the 4.6 Unity GUI went a long way (in my opinion) towards making this a really smooth process. I have been using the 4.6 GUI since it came out in beta so I don't blame you if haven't gotten up to speed on it yet; but I think most developers will find it reasonably easy to work with and suitable for many purposes.
I think it still has room to grow - but as a 1.0 version of the new GUI I'm very happy!
In other new I also found out last Friday (the 6th) that I was not going to get the house I was trying to buy and the people who had been selling it had a lien against them so they could not legally sell it.
So I ended up doing some house hunting on Saturday and Monday this week; and found a house I liked. Then I ended up spending the rest of Monday evening filling out paperwork to put in an offer on the house.
In addition to all that the new parts for my PC I ordered from Newegg (two weeks ago!!!!) finally came in and I spent Friday night and this morning (Saturday the 13th) putting it together.
Everything went smoothly but it was a complete new system build as I have an old PC from about 5 years ago it was time to do a complete refresh!
So effectively I had about three evenings to work on the game; in which I did get a few things done!
Firstly I have expanded the players UI. Particularly I have blocked out the area on the page for the player to have their personal attributes displayed when you hit the "i" button to go along with the inventory, character stats and the 'paper doll' to equip your armor.
Right now it looks a little bit too 'techno' (see screenshot at top of post) but I am still working on getting the first pass done and working from a programming standpoint- I'll polish the UI later. Polishing before functionality is complete is often wasted time I have learned from previous experience. (Yes, yes, I still can't help myself sometimes but I pat myself on the back when I can behave- and I'm doing that now!).
I also spent some time with Unity's 4.6 demo UI project where they have implemented a Draggable and a Dropable style script.
I learned quite a bit by doing so ; but at the same time their implementation stops short of being fully a drag & drop system.
In fact you can only drag in one direction! And once you drop it; you can't drag it out.
The I combined the scripts in a new way to make what I thought would be a drag & drop script for any inventory slot - and it doesn't work!
So I read their all the code they have; and it all makes sense to me. I read it again; and it still made sense.
I assume something is intercepting one of my calls that I'm not aware of or something; but in any case from a 3-day productivity standpoint that's about all I had time for!
So this week I am settling in to my new PC and reinstalling programs, but I was careful to get Unity 3D , Photoshop, Visual Studio 2013 community edition all up and running first so I should be on track for continued development of The Rise of Dagon
Thanks for reading, see you next week!
Labels:
#LD31,
C#,
Eye of the Beholder,
Indie,
iOS,
Legend of Grimrock,
Unity3D
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