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Writer's pictureJacob Ferragamo

The Super Big ( Jacobs been doing things) Where we are in reality Post.

So, admittedly I've neglected these forms here a good bit; but that's not in any seance of correlation with what work I've been up too.... With that being said, there is a lot to say so i'll just jump into it. #1

Final touches on the generation code proved fun to complete, but where not without their challenges. The shot long of it is it now works. The long of it is.... Chunks are now chosen in the early stages of generation and put into a list. They are pulled form a list of prefabs and then instantiated in using "MATH!" and all sorts of little work arounds built to accommodate Unity's fourth comings. I.e spawning in complex prefabs intelligently poses its problems and needs to be done more straightforward to be anywhere near optimized. Each individual Chunk includes all its randomly chosen goodness of gravestones that spawn in appropriate zombies, and update with the level. This breath of code is much more complicated than I'm making it out to be. Things spawning out of order, in the wrong patterns or spawning over each other where all problems that needed to be thought out and fixed. This is spread out between four scripts each one working in with one another. #2 Enemy spawning and setting up for gameplay proved challenging but accomplish-able. It took a lot of research to look into editing the instantiated objects and their children to accept the intrusion of the matching aspect of our game. Nested child after nested child though i figured it out, and on top of that with heavy assistance from Cory worked out all the bugs with the code. There is still one big"er" bug with my code but I’ll cover that later. #3 The importance that we make everything modular is crucial, the game plan to completing this game is to get the base of it working then spend the majority of this coming semester working on building content form those modular pieces of code. Thankfully everyone has done a good job of sticking to this notion so far. With the way everything is set up right now, you can control down to what the enemies spawning in each chunk are/ can be, and their spawn chance for example. This will be edited int he future to include an integer for likelihood, but that wont be a bit addition physically. Conceptually however it only will serve to increase our control as game designers using the tools we made ourselves. #4 Time/ workflow.... to sum this up I'm not worried. Yes we where behind a bit on our prototype, but realistically we are extremely close. This being said however we are going to have to structure things a bit different going forward. I personally have become very dragged down with the amount of code I produced this semester. I'm going to need to ground myself and delegate a bit of the code to come off to the others so that I can reasonably sleep at night. The group as a whole though has been working swimmingly, and i feel like we work together well. I'm excited to see this game coming together the way it is. #BONUS A note on coding and my style of formatting. Generally it is good practice to comment your code, this is generally and almost universally agreed upon. When I write code however, my partners quickly realized a lot of the names are long winded a or jokes. This is intentional, having a laugh while working makes it less work; but the real gold from this is the clarity you get if you do it right. Having something named exactly what it is is a god sent, and makes a good bit of the code easy to understand. I do need to fix a few currently, such as Angry Graves or ShitsvilleTracker to name two variables, but generally the goal is to have your code read like sentences if you do it correctly. It didn't seem to be a problem with any of my partners once they looked at it, and helped us keep going threw some of the long night with a laugh or two. #Conclusion Its going good, I can't wait for it to work, we all sort of took this week off to unwind a bit, but I'm definitely ready to jump back on this ball.

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