readyplaygames
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« Reply #20 on: May 07, 2016, 01:28:15 PM » |
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Dev log, stardate 20160507.3
Mobile dev is crazy. There's a bug that I just CANNOT reproduce on my phone, yet it plagues several of my beta testers.
It's enough to make you want to throw up your hands and just make it for PC.
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readyplaygames
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« Reply #21 on: May 08, 2016, 11:44:31 AM » |
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Dev log, stardate 20160508.1
Sometimes you have to throw out a lot of work because it makes the gameplay suffer. It took me a long time to get a working "input console" with checks and safeguards. A lot of work, and I was pretty proud of the solution that I came up with. There was just one tiny problem:
It was too hard to remember what the commands were.
So out it went. The player now has a nice new dropdown menu item that will do all the work for them. Even though it's less interactive, it's better than having the player forget the command and becoming completely stuck.
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readyplaygames
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« Reply #22 on: May 10, 2016, 11:58:54 AM » |
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Dev log, stardate 20160510.1
Spent a large amount of time just thinking of the story logistics. How is the best way to present story elements to the player? Do I "force" them into the tasks or have a branching story?
A straightforward, cannot deviate story is the easiest, but most limiting to the player.
A branching story is the hardest (exponentially with each branch) but utilizes the best part of games: choice.
With limited time, I don't know which one I will pick. Perhaps a very limited branching story. We'll see!
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readyplaygames
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« Reply #23 on: May 11, 2016, 11:43:28 AM » |
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Dev log, supplemental.
Took a walk to help me think through the story. It probably looked a bit strange to see a guy looking very intense walking around in circles for an hour.
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readyplaygames
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« Reply #24 on: May 13, 2016, 12:38:07 PM » |
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Dev log, stardate 20160513.2
Trying to save a branching story and associated variables is proving harder (MUCH harder) than I thought. Unity didn't like my recursive ScriptableObject approach.
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readyplaygames
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« Reply #25 on: May 14, 2016, 12:20:37 PM » |
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Dev log, stardate 20160514.2
Resizing the game for different screens was a problem that I thought that I had solved, but I was wrong. Beyond a certain size, the game becomes "cramped" as everything is too big. This is a huge problem! I'm spending my time fixing this problem, but it's going slowly.
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readyplaygames
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« Reply #26 on: May 16, 2016, 01:35:49 PM » |
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Dev log, stardate 20160516.3
Found a lovely middle ground. Not only do I not have to resize EVERYTHING, but there's an extra little feature that I decided to add: draggable windows. Neato!
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readyplaygames
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« Reply #27 on: May 17, 2016, 01:11:53 PM » |
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Dev log, stardate 20160517.3 Aw yeah, this is what Proxy looks like on big screens! It's going to have windows you can drag around to see everything. What do you think?
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readyplaygames
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« Reply #28 on: May 18, 2016, 01:09:51 PM » |
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Dev log, stardate 20160518.3
Having a bunch of windows in the game has presented its own problems. What happens when the player closes one that another depends on? Probably best to just close them both. I hope it isn't jarring for the player, but it's certainly better than breaking the game for them.
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readyplaygames
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« Reply #29 on: May 22, 2016, 01:47:15 PM » |
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Dev log, stardate 20160522.3
In my efforts to "streamline" a few things I ended up breaking a huge portion of the game. A noble effort, but ultimately a bad idea.
To get a bit technical, making a prefab in Unity means you probably shouldn't change it too much from instance to instance.
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readyplaygames
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« Reply #30 on: May 23, 2016, 01:01:18 PM » |
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Dev log, stardate 20160523.2
Made a list of everything broken when I tried to play through the tutorial. Going through the list now!
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readyplaygames
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« Reply #31 on: May 24, 2016, 03:12:25 PM » |
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Dev log, stardate 20160524.5
Reshooting the entire teaser video for big screens. I can get through about half of the way before encountering a major bug. I'm getting there!
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readyplaygames
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« Reply #32 on: May 26, 2016, 12:04:54 PM » |
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First Trailer ever! Coming soon to Steam Greenlight!
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readyplaygames
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« Reply #34 on: May 28, 2016, 11:34:58 AM » |
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Multiple windows! Have as many open as you need!
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readyplaygames
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« Reply #35 on: May 29, 2016, 11:59:03 AM » |
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Dev log, stardate 20160529.1
Working on the story mechanics today. Turns out I need to create a whole new type of job to make the story work. Lots of stuff to be done!
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readyplaygames
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« Reply #36 on: May 30, 2016, 12:04:58 PM » |
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Dev log, stardate 20160530.1
Made a new job type: increase (or decrease!) someone's security clearance at their company. This may or may not play into the story...
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« Last Edit: June 01, 2016, 11:27:04 AM by readyplaygames »
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readyplaygames
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« Reply #37 on: May 31, 2016, 12:17:00 PM » |
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Dev log, stardate 20160531.1
A slog day: where you work and make progress on something but don't actually "complete" anything. They're important days, believe it or not.
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« Last Edit: June 01, 2016, 11:27:16 AM by readyplaygames »
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readyplaygames
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« Reply #38 on: June 01, 2016, 11:26:28 AM » |
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Dev log, stardate 20160601.1
The slog paid off! I have a working "compiler" for files. What use could that be? We'll just have to wait and find out!
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readyplaygames
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« Reply #39 on: June 02, 2016, 12:30:50 PM » |
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Dev log, stardate 20160602.2 Spent the whole day making (and testing) the tutorial. Why? Because I added pictures along with the text! Now it's even harder to get lost.
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