Sunday, February 2, 2014
Using Multi-Touch in DragCore
One of the things I wanted to try out in DragCore was multi-touch. Main features of the game requires at least two separate fingers on screen to play. I thought it would be a complex problem due to the way I coded input up to this point. It turns out Unity has always supplied a simpler method that I never bothered to look for until now. It's a simple Input.GetTouch(number) method. Proof that I still have lots to learn from making DragCore.
In TriGrid I used raycasts (invisible arrows going straight down to collide with game objects) and invisible objects representing fingers. In Candy Shop Catch I only used 2D Toolkit's built in button controls. Now with DragCore, touchscreen input is much simpler and I feel a bit silly for going to such great lengths before. Using multitouch will be much easier for me in the future now.
Saturday, February 1, 2014
Status Report #23
I want DragCore off my plate but I keep finding little flaws to fix. I want it over but I want it to be good. No point in rushing out something lousy when I can work another week and release something decent. I'm not going to make any sort of holiday release anyway so I should take whatever few extra days I need to make DragCore a fun free game to play.
Every day I'm calculating the most efficient way to go through things just to have a bit more time for development. I only want the fastest of fast foods, I can only think about DragCore and my next project in class, it's okay to skip the gym two weeks in a row, and hygiene seems like a chore that should be rushed. Yeah, it's crunch time.
Friday, January 31, 2014
Game Center Support in DragCore
I wanted DragCore to be the first game where I implement things like achievements and leaderboards. These social features could greatly increase it's popularity and longevity. Achievements provide some incentive and reward for playing and the leaderboards can drive players to play more or introduce the game to friends. My future games will have achievements too. I even have plans for some way of implementing leaderboards in my upcoming RPG.
I found plugins that totaled in cost at about $25, a steal when you consider Prime31 offers the plugins I require for $75 each. It's a good thing I did my research before purchasing that. The Unity asset store is really amazing during moments like this. Now I can easily implement Google Game Services for Android and Game Center for iOS courtesy of Plato Evolved and blaQkSheep.com.
Thursday, January 30, 2014
Finding Sounds for DragCore
I need to start putting sounds into DragCore soon. In normal circumstances this would be done earlier, but I'm working alone on this project and I can't make music at all. I also don't have a good microphone for foley art or software for making sound effects/music that I can use to make audio files. It's faster to work this way. I just find public domain stuff and edit them for my needs in Audacity. For future games, I'll be teaming up with others (don't know who yet) for audio creation.
I'm thinking about using a lot of things from TriGrid as a starting place. I know new sounds I'll need are beeps, a power down sound, and some celebratory tunes. For background music, I want to find some new public domain stuff. Just a track or two that fits the theme and I'll find a way to make it loop nicely.
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