Posts belonging to Category progress
Posted by Imani on November 29, 2012
So things have been slow lately with the holidays disrupting schedules and James’ ungodly amount of work from his dayjob, but we are chugging along. Fortunes I have been working faithfully on the UI of fortunes because apparently people couldn’t figure out what to do. That was quite embarrassing. Got a lot of feedback from […]
Categories: progress |
Tags: fortunes, hexit strategy, NGUI, progress, unity3d |
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Posted by Imani on August 4, 2012
So I haven’t updated you all on fortunes in awhile. I’d been updating testing, documentation, and refactoring a lot recently. Nothing too exciting for the non-developers out there. Recently I’ve been getting back into some UI though and am trying to implement gestures to play a card by sliding it up instead of just tapping […]
Categories: game development, progress |
Tags: divination, fortunes, gamedev, tarot |
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Posted by Imani on June 16, 2012
A big challenge I’ve faced recently has to do with data. Getting data from non-technical people. James created this fancy spreadsheet for Barbara to fill out for the divination part of fortunes and only have to deal with one card at a time. After handing me this huge spreadsheet I had to figure out how […]
Categories: game development, progress |
Tags: backend, database, fortunes, gamedev, progress, tarot, unity3d |
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Posted by Imani on June 13, 2012
I’ve been chugging along polishing fortunes. Had an interesting issue with text windows and scrolling because I somewhere down the line changed the input settings in Unity and got scrolling to go the entire text at once. Once I’m in an OCD enough mood to get the new NGUI interface all aligned properly I’ll share […]
Categories: game development, progress |
Tags: fortunes, productivity, progress, tarot, unity3d |
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Posted by Imani on May 17, 2012
I’ve Been working on using NGUI to update Fortunes. The main benefit is that it will be able to automatically scale with resolution so we won’t get awkward overlapping. But it also has some nice handling of drag scrolling that was frustrating me for the cards in hand. […]
Categories: Cliché, game development, progress, screenshot |
Tags: game development, NGUI, screenshot, tarot, tarot cards, unity3d |
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Posted by Imani on April 27, 2012
Last week We submitted an entry for edge online‘s Unity3d competition. We had six weeks and dayjobs in the way so we had to scale our original ideas down quite a bit but I think we did fairly well considering the constraints. Update: I tried to embed the game in this post recently but do […]
Categories: game development, progress |
Tags: competition, gamedev, just deserts, unity3d |
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Posted by Imani on April 11, 2012
No Just Deserts today, been trying to clean up Fortunes so our client can show off what we have so far at RavenCon and at her talk at the library of congress. She wrote up an impressive amount of copy in this ungodly dark magic excel spreadsheet James designed and I’ve had fun wrangling getting […]
Categories: Cliché, game development, progress |
Tags: database, fortunes, gamedev, unity3d |
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Posted by Imani on April 3, 2012
Just deserts has sent us to our first paid purchase at the unity asset store. Its worked pretty well for our free asset store items so I guess its time to give back to the asset store community. As far as just deserts is concerned got food implemented and along with that player health. Went […]
Categories: game development, progress |
Tags: gamedev, just deserts, progress, unity3d |
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Posted by Imani on March 31, 2012
Got the plants working in a “creep” like fashion now. They cover a radius around where you planted and slowly draw in instead of just having a static plant that vanished after a time. It sounds like a minor difference but the visual impact of seeing the foliage withering away was really satisfying. Next up […]
Categories: game development, progress, screenshot |
Tags: gamedev, progress, screenshot, screenshot saturday, unity3d |
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Posted by Imani on March 29, 2012
Been having a lot of trouble with an adjustment we’ve been trying to make to our Edge game, just deserts. The win condition is supposed to be when you’ve covered the desert with fauna and I have the plants as a circle of foliage around where you planted them. I was checking for victory by […]
Categories: game development, progress |
Tags: bounding box, collisions, gamedev, unity3d |
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