10:23am - Well it's been a while hasn't it?
I never did get back to working on my aborted Ludum Dare game. Probably won't after all this time. I want to get back to work on my Roguelike game.
Right now I'm at the Tim Horton's down the street. It's uncomfortably hot and there's a lot of light, but it's McHappyDay at McDonald's and I don't think it would be a good idea to work there.
I'm also very tired. I don't know if it was worth the trouble to come out today. But I'm here and I intend to make the best of it.
Now, the first thing I'm going to do is try to gather up my notes from my last few Work Posts and put them somewhere central as a bit of a game design document, that I can reference when I make the other game design document over on HacknPlan.com
10:57am - Okay I've organized a bit but now I'm thinking about changing the design plans I had again.
I've been watching the Project Porcupine vids by Quill18 on and off for the last couple weeks I think? They use Model-View-Controller in Unity and it's a really interesting way of handling things. Normal Unity design is often described as programming lots of little robots, but MVC is an interesting way of seperating the data layer from the visuals. Of course it makes it practically impossible to author levels in the Unity Editor like I wanted to, but maybe I could find a middleground?
Hmm... I'm not sure. I'm still really tired and my brain isn't running at full capacity right now.
11:14am - One thing I'm thinking of right now is designing the game as if it weren't a Unity game, and using Unity just for the graphics. But then I'd probably want to use it for other things too like file management and such.
11:31am - Now I'm looking at RogueSharp again and seeing if I can do anything useful with it so I don't have to reinvent the wheel too much.
11:50am - I'm having some trouble using the RogueSharp DLL in Unity, and I'm downloading a .NET dev kit that I'm hoping will fix the problem. While that comes down the pipe I'm going to try and figure out how this thing actually works...
12:23pm - Still not working. I'm following some instructions on Stack Overflow that requires an update to my Visual Studio Installer so I'm waiting for a download again.
It looks like the RogueSharp map and cell implementation will work for my game as long as I inherit from those objects and expand upon them. I'll need to implement some sort of tiletype for the cells. Otherwise they'll just be walls or floors.
1:27pm - it wasn't easy but I managed to get RogueSharp working in Unity. I had to modify a few bits here and there and import it as individual scripts rather than a DLL but it seems to work now.
I'm pretty worn out though so I think I'm going to go home and rest.
I never did get back to working on my aborted Ludum Dare game. Probably won't after all this time. I want to get back to work on my Roguelike game.
Right now I'm at the Tim Horton's down the street. It's uncomfortably hot and there's a lot of light, but it's McHappyDay at McDonald's and I don't think it would be a good idea to work there.
I'm also very tired. I don't know if it was worth the trouble to come out today. But I'm here and I intend to make the best of it.
Now, the first thing I'm going to do is try to gather up my notes from my last few Work Posts and put them somewhere central as a bit of a game design document, that I can reference when I make the other game design document over on HacknPlan.com
10:57am - Okay I've organized a bit but now I'm thinking about changing the design plans I had again.
I've been watching the Project Porcupine vids by Quill18 on and off for the last couple weeks I think? They use Model-View-Controller in Unity and it's a really interesting way of handling things. Normal Unity design is often described as programming lots of little robots, but MVC is an interesting way of seperating the data layer from the visuals. Of course it makes it practically impossible to author levels in the Unity Editor like I wanted to, but maybe I could find a middleground?
Hmm... I'm not sure. I'm still really tired and my brain isn't running at full capacity right now.
11:14am - One thing I'm thinking of right now is designing the game as if it weren't a Unity game, and using Unity just for the graphics. But then I'd probably want to use it for other things too like file management and such.
11:31am - Now I'm looking at RogueSharp again and seeing if I can do anything useful with it so I don't have to reinvent the wheel too much.
11:50am - I'm having some trouble using the RogueSharp DLL in Unity, and I'm downloading a .NET dev kit that I'm hoping will fix the problem. While that comes down the pipe I'm going to try and figure out how this thing actually works...
12:23pm - Still not working. I'm following some instructions on Stack Overflow that requires an update to my Visual Studio Installer so I'm waiting for a download again.
It looks like the RogueSharp map and cell implementation will work for my game as long as I inherit from those objects and expand upon them. I'll need to implement some sort of tiletype for the cells. Otherwise they'll just be walls or floors.
1:27pm - it wasn't easy but I managed to get RogueSharp working in Unity. I had to modify a few bits here and there and import it as individual scripts rather than a DLL but it seems to work now.
I'm pretty worn out though so I think I'm going to go home and rest.