August 2018 (Week 3)
+ Figured how to make navmesh updates when a certain part is built
+ Adopted the parts for multistory buildings
- Was away for a week, did almost nothing
+ Figured how to make navmesh updates when a certain part is built
+ Adopted the parts for multistory buildings
- Was away for a week, did almost nothing
+ Added some ramps, ladders and railings
+ Tried various building designs with modular parts, tweaking the parts in process
- Not sure what lumbermill and bunkhouse designs I should go with
+ Researched how to update navmesh during the construction process
- Shot myself in the leg by trying Unity 2018.3 preview, and doing some progress on that branch, not being able to revert back without issues
- Got sick
- Played similar games for inspiration and war thunder to kill time
+ Made construction progress and building tasks UI
+ Various tweaks to the construction process
+ Made LODs for all building parts
+ Added more building parts
+ Made multiple units properly work on the same task without interference
+ Basic construction workflow with placeholder building
+ Made a universal logic for all entities that may have UI
+ Procedural entity UI
+ Started working on the first custom 3D assets
+ Made almost all modules for foundations, walls and roofs out of logs
+ Made hay roof covering modules
- Spent a lot of time figuring the grid for modules and the style of all buildings
+ AI tasks foundation and building task chaining
+ Production building UI with ability to change task priorities
+ Debug labels for inventory and AI systems
- Have yet to fix some bugs when multiple units work on the same task
+ Building supply and demand concept
+ Export & Import commands
+ AI state machine enchancements
+ Basic building functionality
+ Interactible objects and inventory system tweaks
+ Basic AI
+ Reworked interactable code to allow cooperative unit interaction
+ Various small UI tweaks and a bit of refactoring
+ Interaction phases (tree must be chopped and fallen down to allow wood gathering)
+ Added some more methods to the inventory class (remove, remove with remainder, remove all, give, take, etc.)
+ Worked on terrain, colors and graphics settings
+ Made procedural trails destroy terrain details (grass objects)
+ Made new cursors
+ Made highlight draw an outline of an object to separate it from selection indicator
+ Designed final UI for inventory of units and buildings
+ Prepared foundation for interactible objects of different types (pickup items, resource patches, chests
+ Started working on inventory system
- Made trails look more natural
- Worked with terrain textures and picture color grading
- Made prototypes for character and building UI
- Started working on inventory system and woodcutter AI behavior
+ Updated Game UI
+ Added Tooltips
+ Made entities leave trails that make them walk faster
+ Migrated to Unity 2018 with SRP
+ Recreated Main Menu and Game Menu from scratch
+ Implemented time controls
- Had to fix bugs related to timescale changes and usage of Time.deltaTime in camera controls
+ Added unit avatar generation on runtime
+ Added action bar & made quick access bar UI flexible
+ Started working on unit movement and animations
- Was slacking this week under a pretext of gathering ideas by playing similar games
+ Basic Main Menu & Game Menu
+ Basic Settings Screen
+ Camera controller (Screen Border Pan, Middle Mouse Button Pan, Keyboard Pan, Orbiting, Zoom, Focusing on a unit)
+ Unit selection manager (Hover, Select, Deselect, Box Selection, Shift button working with all types of selection)
+ Basic Quick Unit Access Bar (with real time cameras instead of avatar images)
- Spent a lot of time testing and fixing box selection problems when the cursor moved over GUI
- Having problems figuring an efficient way to generate and store avatar images for 100+ units.