Hello,
I apologize I forgot to cross post the update from my blog on here last week so this is a few days late!
If anyone is interested your always welcome to check the blog directly
http://punchypuncherton.blogspot.comSo for this weeks update we have have some comments that refer to a g+ user; and on my Blogger blog that links in with the user name but here it wont make as much sense -- so again if needed or care to check the blog for those links.
This week was a nice recovery from the previous week where I was blocked for almost the full week with a Unity 3D / Monodevelop bug where breakpoints did not work.
Thankfully +Carl Pinder had the winning reply which solved the problem:
"This is going to sound like a superstitious practice, but it does work. 1) Add some garbage text to your file, e.g. "asdasdasd". 2) Save the file and switch to Unity. 3) Unity will promptly error the compilation of your code. 4) Undo the garbage text and save. 4) Switch to Unity and breakpoints will magically work again."
So here's a big 'thank you' to +Carl Pinder ! It's great when a community can help get you through things like this.
So afterwards I was able to take another step forward linking the prefab logic with the game logic layer and we have here a screenshot demonstrating the properties of the wall being passable or not in the debug output:
Also I'm going to provide a zoom in detail image; another feature I started on is a baseline character and class system to go along with the UI elements I have previously shown.
At this time I'm hard coding a Warrior, Mage, Rogue, and Healer.
(While I'm sure we'll have some variant of these classes in the final game the names may change.)
So if you check the detail you can see that I've instantiated each of the 4 GUI HUD bars to one of the 4 classes and printed at text object above it to show which class it is for now.
Eventually I'll make it so mana bar's dont show for non-magic using classes as well as other tweaks so that your HUD bar for each character has some custom elements that are needed for the repsective class. For instance I'm really interested in improving the way that caster classes interface in these kind of games!
Finally after having gotten the above two things done I spent some time refactoring some of the Level Logic to make it better organized and maybe a little bit more performant (especially for the way Unity / C# work).
Unfortunately I ran in to a snag, I was trying to add some items to List which is part of the collections available in C# but it didn't appear to be working. Furthermore as I attempted to type "List" the intellisense (or whatever the autocompletion feature is called in Monodevelop) kicked in and tried to tell me I should use an IList or a ArrayList.
The snag ended up being that I trusted Monodevelop that this was actually right ; that those were the collections that were available in Unity 3D and that I couldn't actually use a List!
So I continued trying to implement my feature; not having it work and having other minor issues I left it overnight and the next day was relating my experience to one of my co-workers who immediately perked up and said "OH YEAH!" That happened to me too!
Then he related "You just have to add 'using System.Collections.Generic' to do that!".
Then we both proceeded to be very dissatisfied as learners of Unity 3D how Monodevelop doesn't do the same thing that Visual Studio or Eclipse IDE's can do!
Now of course I know better; but as someone who is learning having a Intellisense style feature that helps you bring in the proper imports and check your syntax (properly) is really useful to lowering your learning curve. Obviously it cost me one evening of grief to get over that -- but even knowing it is there I'm sure I will have a little bit more learning curve ahead of me now that I know Monodevelop does not have my back here!
That's it for this week. Thanks for reading!