6:24am - Well I'm out at the McDonalds again today. I was really feelin' it when I was home but now that I'm here I'm already feeling worn out. I dunno what's up with that. Yesterday I slept like crazy. I mean, I went to sleep around six am and got up around eight pm. That's a long time. And yet here I am, six am again and I'm tired again. Frustrating.
Anyways I've got ... Oh hold up, a Police Officer just showed up and the McDonalds lady pointed him over here. Now he's taking out the two people who were sleeping across from me. Huh. Usually the McDonalds ladies chase people out on their own. I've never seen them call the police before.
Disturbing.
Oh well...
So I came out to work on my Tag game and I guess that's what I'll do now. I've got to make it so that the tag status is passed on a collision with a non-it player. Hmmm... It occurs to me that it would be easy to accidentally tag multiple players at once if the it player collided with more than one at the same time.
Hmm... When the it player collides with a non-it player, they'll trigger a transfer of the it status and the lastit status. As long as I make sure to check if the tagger still has it status, I can prevent additional tags from doubling the status.
It also brings up another problem, the transference of the lastit status. Any player could potentially be the last it, they wouldn't likely be involved in the tagging collision unless they were in a corner or something. So each player has to be aware of the lastit player to inform them that they're nolonger lastit. I could do that a few ways.
One way would be a message/event system like I was studying last time I worked on this. Another way would be to have a manager class that all of the players have a reference to. A third way would be to have a static property in the AI script/class that keeps track of who was last it.
Hmm... I was strongly leaning towards the third option, but that would depend on the players all using the same script/class for their AI. If I wanted to add different player types or something, I'd be out of luck. So, I'll have to use one of the first two options. I think I'll go with the manager class. That seems to be the way things are done in Unity.
6:59am - Okay I just watched some YouTubes but I'm back on now, so here I go!
8:14am - So I put in the code to handle the transfer of itdom from one player to the next, and it seems to work, except that when the it player tags a non-it player he runs until he's just out of hearing range and stops, and the newly it player just sits there not doing anything. :/
8:30am - Okay I think I've got all the behaviors working for the tag game. Now to polish it up a little. First off I want to make them change colour based on their status. Blue for normal, red for it, and green for lastit.
8:51am - Alrighty, they change colour properly. I've also added a lot of them into the scene to see how they work together, and it seems to work fine!
I'm a little disillusioned with the final product, though. It doesn't make use of the Utility AI in a way that I couldn't have done a normal State Machine AI with. There's a certain short-sightedness to the whole project I noticed earlier on, but I had hoped I was wrong. Alas.
Anyways it's something to build off of. I'm not sure I want to do any more work on it now, though.
I'm going to backup my work so nothing happens to it, then think about what to do next.
9:16am - I got myself a coffee and a danish to help me stay up. I'm not sure what I'll do while the coffee cools though. It looks like I lucked out that one time I got onto Steam here, I tried today and it didn't work again.
9:33am - I'm thinking that for my next project I'll take the Smol Mouse Thief game I made for Ludum Dare and expand it some. But, I also want to upgrade to the latest version of Unity. So, I probably should go home and get the latest Unity on my good internet.
The Beacock Branch Library is open today from 9-5 so I could go home, take a break, and then go there to work some more. Or I could do something else. Hah.
Before I leave the McDonalds though I want to take a look at what I have for my 2D platformer stuff. I remember polishing up the controller beyond what I used in Smol Mouse Thief. I don't remember what I did with it exactly, but it can't have gone far.
9:44am - So much for "It can't have gotten far." I don't see it anywhere. It should be in the base code I did for Ludum Dare 38 but I don't see it there.
9:48am - After more looking I'm declaring it gone. I don't know where or how but it's not there anymore. Of course, I could download the base code from my website, but that wouldn't have the additions I made after Ludum Dare.
I'll just have to take what I've got with Smol Mouse Thief and see how I can build on it. For now I'mma pack up and head home.
Anyways I've got ... Oh hold up, a Police Officer just showed up and the McDonalds lady pointed him over here. Now he's taking out the two people who were sleeping across from me. Huh. Usually the McDonalds ladies chase people out on their own. I've never seen them call the police before.
Disturbing.
Oh well...
So I came out to work on my Tag game and I guess that's what I'll do now. I've got to make it so that the tag status is passed on a collision with a non-it player. Hmmm... It occurs to me that it would be easy to accidentally tag multiple players at once if the it player collided with more than one at the same time.
Hmm... When the it player collides with a non-it player, they'll trigger a transfer of the it status and the lastit status. As long as I make sure to check if the tagger still has it status, I can prevent additional tags from doubling the status.
It also brings up another problem, the transference of the lastit status. Any player could potentially be the last it, they wouldn't likely be involved in the tagging collision unless they were in a corner or something. So each player has to be aware of the lastit player to inform them that they're nolonger lastit. I could do that a few ways.
One way would be a message/event system like I was studying last time I worked on this. Another way would be to have a manager class that all of the players have a reference to. A third way would be to have a static property in the AI script/class that keeps track of who was last it.
Hmm... I was strongly leaning towards the third option, but that would depend on the players all using the same script/class for their AI. If I wanted to add different player types or something, I'd be out of luck. So, I'll have to use one of the first two options. I think I'll go with the manager class. That seems to be the way things are done in Unity.
6:59am - Okay I just watched some YouTubes but I'm back on now, so here I go!
8:14am - So I put in the code to handle the transfer of itdom from one player to the next, and it seems to work, except that when the it player tags a non-it player he runs until he's just out of hearing range and stops, and the newly it player just sits there not doing anything. :/
8:30am - Okay I think I've got all the behaviors working for the tag game. Now to polish it up a little. First off I want to make them change colour based on their status. Blue for normal, red for it, and green for lastit.
8:51am - Alrighty, they change colour properly. I've also added a lot of them into the scene to see how they work together, and it seems to work fine!
I'm a little disillusioned with the final product, though. It doesn't make use of the Utility AI in a way that I couldn't have done a normal State Machine AI with. There's a certain short-sightedness to the whole project I noticed earlier on, but I had hoped I was wrong. Alas.
Anyways it's something to build off of. I'm not sure I want to do any more work on it now, though.
I'm going to backup my work so nothing happens to it, then think about what to do next.
9:16am - I got myself a coffee and a danish to help me stay up. I'm not sure what I'll do while the coffee cools though. It looks like I lucked out that one time I got onto Steam here, I tried today and it didn't work again.
9:33am - I'm thinking that for my next project I'll take the Smol Mouse Thief game I made for Ludum Dare and expand it some. But, I also want to upgrade to the latest version of Unity. So, I probably should go home and get the latest Unity on my good internet.
The Beacock Branch Library is open today from 9-5 so I could go home, take a break, and then go there to work some more. Or I could do something else. Hah.
Before I leave the McDonalds though I want to take a look at what I have for my 2D platformer stuff. I remember polishing up the controller beyond what I used in Smol Mouse Thief. I don't remember what I did with it exactly, but it can't have gone far.
9:44am - So much for "It can't have gotten far." I don't see it anywhere. It should be in the base code I did for Ludum Dare 38 but I don't see it there.
9:48am - After more looking I'm declaring it gone. I don't know where or how but it's not there anymore. Of course, I could download the base code from my website, but that wouldn't have the additions I made after Ludum Dare.
I'll just have to take what I've got with Smol Mouse Thief and see how I can build on it. For now I'mma pack up and head home.