CTT Hub // Prog Report #6
Prog Report #6
Hey all! It’s been far too long since my last post. I guess it’s time to admit that I have a problem. Here goes. I’m not good at communicating.
So, now that I’ve finished with the flagellation, how about some status updates? As Chris mentioned, we’ve ditched CraftyJS. Which is not to say that I have a lack of love for the platform or team, but it just wasn’t cutting it. Unity can do particles and not choke when more than 100 game entities are on screen. Also, it’s easy for everybody else to use. Also also, it does 3D. Effortlessly. So, I’m feeling pretty silly for not having been all for the switch like 18 months ago. Oh well, live and learn, right?
In any case, the alpha is coming along nicely. I’m taking to C# like a fish to water, I’m surprised to say. The first significant hurdle, communicating with the API, has been surmounted thanks to the excellent and terse UnityHTTP library. I’ve got authorization working, and we’re fetching data from the API! I’ve written the stub of an API interface object in C#, and begun work on the core Game Object. I’ve got most of the code for building the hexmap ported. Both of these tasks are looking like they’ll end up being much more elegant than they were in the prototype, probably due just as much to the refactoring opportunity as to the change in engine and environment. I’ve also got Darren’s sprites integrated into Unity, which actually took a bit more work than I expected, considering it’s supposed to be a game engine… Chris, maybe we can get some 3D models up in this piece?
Forward momentum on the actual game code has stalled somewhat, as I’ve shifted my focus over to building a menu system. Unity 4.6’s new UI components actually make this not a very big job, and one that Chris and others can work on. Therefore, I’m making a content agnostic pair of classes which will allow Chris and others to build an arbitrary set of menus. I’m actually pretty excited about it, even though at first blush it seemed like the boring busy work. When finished (should be sometime in the next few days), it will allow us to have arbitrarily deep menu trees which will be relatively trivial to maintain in Unity. It will support three types of menu screens — modal, whole-pane, and in-pane. Please bate your breath in anticipation of menu screenshots.
I hope to get back to game code sometime next week, so we should have something impressive to show you all by the end of December. Top of my priority list is the map and the game event engine. If I can get those built, we should be playing this sucker by the spring! It may even have particles and camera motion! Till then, here goes my face, back in the code. See you when I see you!