Posts

Showing posts from October, 2019

Map Layout In Code

Image
I was planning to add pipes/hoses to represent the path(s) for fuel, and thought it might be easier to create it in code, than by drawing it, but in the process fell upon this effect for switching from ship view to parts view. It was pretty basic, where I took the ship, and pointed the camera directly over head, and switched it to orthographic (not-perspective). Then I put a quad over it with a semi-transparent material to dim it down. Finally, I started adding the parts, so I could start mapping the blueprints out. At some point while experimenting with Pipes, I was a little worried that my angled view was off, so I slid the ship up, to make sure it still aligned, and witnessed this effect, of the parts kind of appearing from the top of the ship, while the ship moves out of view. After a bit more tweaking, and then a simple Lerp script, I had the ship moving cleanly in and out of the parts. Here you can see it in motion from another angle. This allows me to utilize

Ship Layout

Image
In order for the C# to have any real meaning in the game, it has to be affecting something.  In this case, we will be simulating engines and fuel tanks.  Imagine that you are flying along, minding your own business, when one of your engines sputters out, and only operates at 90% capacity.  Anytime you try to fly straight, it keeps turning you to the left. So to fix it, you need to change the code to utilize the engines in balance.  To do that, we need a visual so we know what is available, such as the above example, where it shows the placement of the two thrusters (on the outside) and two fuel tanks (on the inside).  I intend for there to be lines indicating fuel pumps as well, so I'm experimenting with different line renderers for that. But the key here, is that each item will be labelled and clickable for information.  I.e. Thruster[0] and Thruster[1]. Thruster[1] appears in perfect order and Thruster[0] will only be able to push 90% capacity. So to fix this, you mig

Quick GDD

Image
To ensure a strong starting plan, I'm posting a micro form of the GDD, to act as a guide.  Its not that normal, so I'll give a little direction as to how the sections are used, if needed. Title: Codavore One Liner: Fix and manage broken space ships with your mad programming skills. 30 Second Commercial: (The 30 second commercial is a list of how we will show the game in a commercial.  It is NOT supposed to be visual yet.  The objective is to use this as a target. If it doesn't get us to the 30 second commercial by taking real clips from the game, then we don't do it yet.) Top down perspective a ship flying in space and suddenly sparks show up from the right thruster while this ship begins dragging/turning to the right.   "I know its broken, I'll fix it."  You see the text show up in a chat window, with your character's icon.  It transitions, leaving this view of the text window. The transition is our hero walking through crampt area.  Obv

Intro - Codavore Begins

Image
I'm working on a game to learn C# programming through game play. It is styled after the cheeky Space Quest series, but with more control, such as getting to fly the ships.  There are typically 3 types of games out there for this genre. Visual Steppers - simple visual commands, like MoveForward, TurnLeft, PickUp, etc, are provided, and the user just needs to pick the right one.  While a few might extend it with non-visual items like loops, or pseudo functions, the premise is that its more about instructions than programming.  AI Programming - Several systems exist, where you take your programming knowledge and write simple (or complex) AI's to control a tank, or player, and compete against other AI's, or series of challenges. The problem is that these are not beginner friendly, and are more a fun way to challenge your existing knowledge as a programmer. Story Programming - I've seen several games that focus on normal code, like writing a function to get the highes