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Wednesday, September 10, 2014

Finished Remaining Enemy Prefabs For Unicorn Training

All the baddies exist! Too bad they can't move yet.
     I finished up the last of the enemy and boss prefabs a couple days back and now I'm working on each one's script so I can tell everyone how the finalized versions will work. I have basic ideas written down in the design document but I've noticed my enemy designs changing to fit constraints on the fly so nothing is certain until it's set in code. Hopefully I'll have a basic enemy or two up soon so I can talk about them.

Tuesday, September 9, 2014

Organizing Enemy Code (Unicorn Training vs Future)

I should keep a comment list of all methods before the first one starts.
I can find them easier that way.
     One of the things I need to keep in mind for future projects is the way I write AI code. I need to organize things into very specific methods to minimize copy/paste lines of logic and everything needs to be placed in a way that makes looking for a particular method easy. I think I did pretty well with Unicorn Training, especially compared to how I started with TriGrid.

     All the enemies have similar behavior methods organized in the same way. The AimAtPlayer() method is always after the NearPlayer() method and before the Knockback() method. Over time I'm getting better at writing clean code because I'm learning what my needs as a designer are. It'll be interesting to see how my way of thinking changes when I switch to turn-based AI code next year.

Monday, September 8, 2014

Unicorn Training: Things Left to Do

     I'm expecting this to be Unicorn Training's last couple months of development. If everything goes well and I don't get handed much homework I'll be able to reach final playtesting by late October! I thought it would be interesting to see my development task list the way I glance at it daily. I copy/pasted my checklist from my iPod notes below the break.

Sunday, September 7, 2014

PCT GameDevs Will Meet Thursdays at 3:30!!


     Planning for the first club meeting I've ever organized is set. We'll be going over introductions and asking what people want to learn about first before getting into a regular rhythm in the weeks after. I know I want to cover topics that come up in conversation all the time like making a game quickly in Unity, sprite making, publishing on appstores, 3D rigging & animation, interacting with industry professionals, starting a development blog, and tracking download statistics.