March 2018 (Week 5)
- backing away from the new ECS system Unity introduced until its more integrated with the editor
- playing vidya is fun again (which is bad for dev)
- rewriting old code isn't fun anymore
- backing away from the new ECS system Unity introduced until its more integrated with the editor
- playing vidya is fun again (which is bad for dev)
- rewriting old code isn't fun anymore
+ ECS/Job system seem pretty easy to use, once you get it working
- ECS is a little gimped in that you can't see them in the hierarchy and change their values via the editor
+ ez-pz parallel programming though, holy crap!
+ Replaying Deus Ex for lore inspiration
+ GDC is happening and Unity put out their ECS beta
- how many more GDCs will go by before the game is ready to participate?
+ Figured out how to use new localization system
+ Unity ECS/Jobs announcement at GDC confirmed!
+ prototyping gameplay loops in a separate project
- six projects: third party assembly compilation, core game library, core content, mod tools export, engine, and gameplay prototyping
+ Learned about C# template programming (T4) so its easy to make big changes to boilerplate and not have to rewrite it
- People are starting to ask if the game is still being worked on or not
+ Bought an asset that I think was made by an aggydev
+ Waiting for GDC so Unity will probably reveal its ECS and Jobs system (which is the reason for throwing out progress and rewriting everything)
- how do I ECS?
- no demo for demoday
+ Rewatched x3 the Unity Jobs system talks and think I understand it
+ thirty-plus games in the recap, agdg is healthy
+ Rewriting game from scratch because it was too spaghettified
+ Unity/C# Jobs system coming soon, exciting
+ Divided game into multiple projects: one to compile third party assets into DLLs, another to put my own core code into a DLL, a .unitypackage that a modder can unpack and be ready to mod, another that is a mod that contains the base game, and a project that is the engine that loads the mods
- still recovering from refactoring
+ Learning about mod-friendly architecture and tearing everything apart
- Game is currently broken into a thousand pieces on the floor
+ tons of rearchitecting, game totally broken
+ better feel for what makes good code
- game totally broken
+ Learned about the Test Runner in Unity and got game code usable/visible to it, all unit tests automatically re-run every compile/code refresh
+ Integration tests already revealing bugs and coupling
+ All the enemies and items I wanted to make are implemented now.
+ Splitting up code into more assemblies, its painful but again brings buried architecture problems to the surface
- file uploads failing so no pic
+ learning how to unit test
- absolutely refusing to take this seriously and just like make the game
+ Experimented with saving code into assemblies that
+ Submitted something to demoday
+ Added a --jumphost for ssh client that lets you chain proxies together easily
+ Fixed bug with quicksaving after you'd replied in an IM
- Crashes on exit now
+ back to progressmaking soon
- Week(s?) of not doing anything
+ Upgraded to Unity 2017.3
+ Fixed news headlines that scroll across the screen
+ Scenario scripting is getting smooth
- feeling like having to micromanage every step of the players progress with explanations
- don't censor the recap
+ Bought some asset store stuff (pic related). People talk about hurr durr asset flip, but for $10 of art you can really make your game look better, especially if you're programmer with no art skills.
+ Messed up the demo config so Steam rejected it (no exe) so its getting a proper demo/walkthrough, rather than the first 1% of the story campaign
- Some of the assets I bought didn't work or were already free on GitHub. But Unity still puts them on sale.
- Curbing sales hopes
+ Submitted demo for Steam approval
+ Made multicore/multithreading in the game
+ added a static Maker() function to classes to centralize instantiation
+ going to do a soft launch on Itchio probably
+ bug fixes for how conversation history is stored
+ thinking about how to make a pewpew cyberattack map and what it could be useful for
+ Indiegogo was a mistake
+ Itchio has rewards for tiered purchases?
+ Batch files/scripting, can put {0} and {1} etc and they'll be populated with whatever you pass in
- went down a rabbit hole of tweaking the in-game OS architecture
+ talking shit on social media
+ Indiegogo doesn't apparently publish your real name
- Trailer is baked to say kickstarter
+ Wikileaks Twitter DM'ed Trumps son a password that they 'guessed', out of generosity
+ Thats total bullshit and there's something else going on
+ Figured out a big problem in time to demoday with no new content
- Lots of code atrophy/bugs
- Shits breaking that used to work (pic related)
- Chickened out on Kickstarter for now
- Still working on saving/loading
+ Free place to NEET during winter