11:10am - I've been feeling pretty energetic since last night and I don't know why. I only slept six hours which is very short for me, but I woke up feeling energetic too and I got out of bed pretty quick. I often lay in bed for an hour or two after waking up lost in dreams and new ideas...
Anyways it's a bit of a rainy day and even though the sun's out now I'm thinking of working from home.
Yesterday I did a lot of planning for my game, though I noticed that the game is very similar to what I was working on before. XD
The main difference I think is that I plan to re-do the tile system. Which is hilarious since that was the system that actually worked before, but I think I can do it better.
Or wait, can I? Now that I look at the old system I'm not sure.
Tiles had components for if they were blocking or not, if they were locked or not, what their contents were, what their pathfinding cost was, what their position was in the game world, and what their type was using a ScriptableObject system to determine tile types.
Well there are some problems with it. It's hard to change the tiletype. You have to manually alter the Tile Type Data in the script and refresh the tile. Actually, let me see if I can do that with multiple tiles at once...
No it just selects the sprites not the tile container. I really need to redesign it so that the sprite is on the root object.
11:22am - Okay I just tested it and a gameobject can't have more than one sprite renderer.
I really wonder if I should just make all the sprites ahead of time with pregenerated colours instead of using this two sprites system.
I think I should start by re-figuring-out how I want to handle the grid in my game.
In the last version I had a TileGrid object that contained a bunch of Tile child objects, which had the tile code, and two sprite children. But Unity likes to think of a sprite as a high level object in the authoring tool, so when I select a tile I select the sprite rather than the tile.
It would also be easier to work with pre-coloured tiles. I could dictionary them up or something.
Hmm...
3:08pm - I decided to lay down and think about the tiles and tilegrid, and while I came up with some good ideas, I also fell asleep for an hour or two. Then I had lunch. So, working at home is not without its perils.
So one thing I decided is that I WILL precolour and divide the tiles. Mostly because I realized I might want to tint them for lighting, and that wouldn't work if I'm already using the tinting to colour the white sprites.
So each tile will have a sprite associated with it, and that will make them selectable in the Unity interface.
I'll probably otherwise keep them the same as the tiles in the old version. I might even copy the code for some of the components.
3:42pm - Another peril of working at home. While I wasn't looking I logged into Minecraft and started playing!
4:47pm - Alright I've copied over some of the code from my previous project but most of it I'll have to do over in the new format.
I'm not going to do anymore coding though, until I've solidified the design more.
Now I'm feeling nappish so I'm gonna nap, and hopefully work some more after.
8:00pm - Nap done, but not ready to get back to it yet.
9:57pm - Played some Minecraft for a couple hours. Good stuff. I'm afraid it's pretty late now though, and the guys chat will start soon, so I don't think I'll be able to work more today. If I do, I'll make another work post.
Anyways it's a bit of a rainy day and even though the sun's out now I'm thinking of working from home.
Yesterday I did a lot of planning for my game, though I noticed that the game is very similar to what I was working on before. XD
The main difference I think is that I plan to re-do the tile system. Which is hilarious since that was the system that actually worked before, but I think I can do it better.
Or wait, can I? Now that I look at the old system I'm not sure.
Tiles had components for if they were blocking or not, if they were locked or not, what their contents were, what their pathfinding cost was, what their position was in the game world, and what their type was using a ScriptableObject system to determine tile types.
Well there are some problems with it. It's hard to change the tiletype. You have to manually alter the Tile Type Data in the script and refresh the tile. Actually, let me see if I can do that with multiple tiles at once...
No it just selects the sprites not the tile container. I really need to redesign it so that the sprite is on the root object.
11:22am - Okay I just tested it and a gameobject can't have more than one sprite renderer.
I really wonder if I should just make all the sprites ahead of time with pregenerated colours instead of using this two sprites system.
I think I should start by re-figuring-out how I want to handle the grid in my game.
In the last version I had a TileGrid object that contained a bunch of Tile child objects, which had the tile code, and two sprite children. But Unity likes to think of a sprite as a high level object in the authoring tool, so when I select a tile I select the sprite rather than the tile.
It would also be easier to work with pre-coloured tiles. I could dictionary them up or something.
Hmm...
3:08pm - I decided to lay down and think about the tiles and tilegrid, and while I came up with some good ideas, I also fell asleep for an hour or two. Then I had lunch. So, working at home is not without its perils.
So one thing I decided is that I WILL precolour and divide the tiles. Mostly because I realized I might want to tint them for lighting, and that wouldn't work if I'm already using the tinting to colour the white sprites.
So each tile will have a sprite associated with it, and that will make them selectable in the Unity interface.
I'll probably otherwise keep them the same as the tiles in the old version. I might even copy the code for some of the components.
3:42pm - Another peril of working at home. While I wasn't looking I logged into Minecraft and started playing!
4:47pm - Alright I've copied over some of the code from my previous project but most of it I'll have to do over in the new format.
I'm not going to do anymore coding though, until I've solidified the design more.
Now I'm feeling nappish so I'm gonna nap, and hopefully work some more after.
8:00pm - Nap done, but not ready to get back to it yet.
9:57pm - Played some Minecraft for a couple hours. Good stuff. I'm afraid it's pretty late now though, and the guys chat will start soon, so I don't think I'll be able to work more today. If I do, I'll make another work post.