relee: Picture of Relee Starbreeze, Wizard (Default)
Relee Squirrel ([personal profile] relee) wrote2017-10-29 03:13 pm

Work Post

3:13pm - First off, the job interview last week went well, so that's good. I've also spent some of my free time figuring out the new Tilemap system in Unity, reading the documentation and watching videos people have already posted about it. It looks like if you want to have an autotiling brush you need to make one yourself, uniquely, for each tile. Which isn't terribly convenient. If I get a bug up my ass about it i'll make my own editor extension for visually mapping tiles to an auto tile brush, but for now I'll just work with individual tiles.

Before I move onto the world engine I want to clear one more thing for tilemaps, and that's using them with a CompositeCollider2D. I haven't used Composite Colliders before, I'm not sure how new they are but I hadn't even heard of them until I saw that TileMaps could use them, and they seem like a really good idea to use since they fuse all of the myriad tile colliders into one big collision volume.

3:40pm - It seems to be as simple as slapping a composite collider on the tilemap. It brings a rigidbody along, but I can just freeze that.

So, moving right along, I have to figure out how I'm going to do the world engine. This is going to be the thing that populates and controls the scenes. I think I'll follow tradition and call it WorldManager. I also think it'll work largely as an event pump. Objects in scenes will trigger events and the WorldManager will respond to them.

4:15pm - Needed a short biobreak there but I'm back to work. So let's try walking through a sample run of the game program. First the opening sequence will be done, leading up to the main menu. The MenuManager I haven't made yet manages the menu and sends an event to start the game, causing the WorldManager to switch scenes to the first world of the game. The WorldManager then lets the InputManager take over the spotlight; the InputManager lets the player control their character, moving around the scene until they either trigger a dialogue event, a battle event, or a world change event. In the case of a world change event, the WorldManager loads a different scene.

Hmm... Is that all? I was thinking the WorldManager would also handle the movement of the player and NPC mobs but maybe all it does is change worlds on command? Well, if I need to expand it I suppose I will.

For now I'm feeling the itch to play a game instead of making one again, and it is the weekend. Plus Robby wanted me to do something for him, but I have a drink. So I'll play and finish my drink, then do the boxes. Maybe come back to this afterwards.