-
Notifications
You must be signed in to change notification settings - Fork 0
Week 01 (Dec 12 to 18, 2022)
Ok, today let's set up the project and the useful add-ons from the Unity Asset Store. Tomorrow it's game design and tutorial seeking time.
Added from the Asset Store:
- Console Enhanced Free (QoL for the Unity Editor's Console);
- Hierarchy 2 (QoL for the Unity Editor);
- NaughtyAttributes (should help with better debugging and ease of use of the Unity Editor);
- Pixel Font - Tripfive (temporary good looking font for the game);
Time worked: 40 minutes. Procrastination: 0 minutes.
It's complicated to work without internet most of the day, but I still managed to advance the project. That said, organization and issuing suffered a bit, will improve on that tomorrow.
Regarding game design, I polished the Cursed Blocks - now they officialy are game design elements instead of "ideas in a napkin". For the sake of comparison, a few of those before and after the GD work:
Before:
- Ascension: each X turns, it creates a new block, pushing all above one block upwards.
- Mutation: changes the block pieces the player get to use.
Both Blocks at this point were neat ideas... without any previous consideration of what they would bring to the game or how they could work precisely.
After:
- Ascension: each X turns, it creates a Transparent Block directly above itself. All blocks above the Transparent Block at the same column are pushed upwards because of that.
- Transparent Block: any matches directly connected to any of the sides of the block destroy it. Can't be used for direct matches with other blocks.
- Mutation: every X turns, it changes the next block piece that the player will be able to use. Possible changes are:
- Increasing or decreasing the block vertically by one.
- Increasing or decreasing the block horizontally by one (can only happen once in a turn).
Better fleshed out.
I also worked on defining more about how the game's difficulty will increase as the player goes, then started to work on the grid for the Columns part. The advantage of working with a previous made game as a basis is that tutorials are available... or at least they should be, but my Internet oscillating didn't made me any favors.
Anyway, other important points:
- I should be using REP (The Reuse/Release Equivalence Principle) but at this point, the project is on the pre-pre-alpha stage, or to be blunt, "I don't know to use the component that sets up the grid, so I'm more testing things out then effectively setting up the project's architecture."
- At least, I'm using Single Responsibility, Open/closed and Interface Segregation from SOLID already.
- Test Driven Development should help, especially with REP.
- Can add tiles to the grid already, once the tests are done and I finish creating the first class (low-level, to add blocks to the grid), then it's REP, Issues and more SOLID time.
Tomorrow: Tests, and adding Block Pieces.
Time worked: 3 hours, 29 minutes. Procrastination: 20 minutes.
And the big lesson learned today is... do not procrastinate playing Path of Exile. -_-
Time worked: 0 minutes. Procrastination: -_-
...for some reason, while I can, yes, solve the CS0246 error of my first test class at the Visual Studio, it still shows up on Unity, and trying to add an assembly of my classes only broke the test system even more.
Time to cool down my head and figure out what's wrong on this -_-
Time worked: 1 hour, 26 minutes. Procrastination: 20 minutes.
P.S.: I THINK I FIGURED OUT.
Ok, figured it out. It's not enough to set up dependencies at Visual Studio, you also have to set them up on Unity, or else the CS0246 error won't stop coming.
I ended up using more time than expected on the tests, but I think I can finish those tomorrow. Then it's time to check out how to make falling pieces, and go structuring how the architecture will support the game.
Does caring for architecture and engineering takes longer than game-jam-style-wing-it mode? Sure. But if we aren't a spacefaring civilization yet, it's partially because the powers involved in the Cold War's space race were trying to get on the Moon first, not to get there in a sustainable manner.
And let's not start talking about technical debt - oh right, the example above perfectly encapsulates that. Too expensive to send rockets to the Moon, so why bother to keep sending people there? (There's also the lack of motivation, with the end of the Cold War but let's leave that for another subject deviation here).
So, tl;dr: caring for how software is properly structured and organized is what makes it be used and improved. Not doing that is irresponsible.
Tomorrow: Tests and Falling Blocks.
Time worked: 3 hours. Procrastination: 30 minutes. (Goddammit PoE.)
Not much to say: life placed itself on the way, so I managed to mostly finish the tests, just have to do some exploratory testing.
Time worked: 1 hour, 30 minutes. Procrastination: 0 minutes.
Life placed itself on the way, will return once I'm free again.