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CAGD 377 - Blog Post Postmortem - 12/15/2024

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The one thing that went right was getting the blocks to move when you swiped on the screen and having them merge when two of the same values were swiped into each other. This needed to go the way we were hoping for because the swipe and merge is the main feature of the game and if this didn't work then we would be a disaster. Even having the cube move one space at a time when you swiped would make the game feel clunky and unfun to play, so when I was able to get the swipe and merge working it was almost like getting the hardest thing done first. It made it easy once I got the values all set up because I could then make them a list that anyone in the group could add on to and it was so much easier than adding in a whole bunch of different if statements in the code. This also allowed us to go back and change the color of them later if we wanted to as well as it was made in a way where we could have changed it from the basic cubes to the models of zombies, but we decided against tha...

CAGD 377 - Blog Post 6 - 11/24/2024

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This sprint was probably the most productive for the whole group and it is cool how much the game has changed in one sprint. Personally, this one was all about getting our upgrade system up and running as this is one of the main features that will be setting us apart from other swipe and merge games. This system was a little different in all of our minds. Hence, it was a little difficult trying to find a starting point as everyone wanted it to function differently, so keeping everyone happy while also making sure it made sense and worked properly. At first, we were going to subtract from your score, but the designer wanted it to be a different resource called brains and not have it overlap with the score. What he wanted was for the brains to go up when you merge but have it been 50% of what you would get for score and then you would use this to have the blocks spawn in with a higher number on them. Ultimately what I did to keep it a little simpler for the players is I made it so they...

CAGD 377 - Blog Post 5 - 11/10/2024

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  During this sprint, my main objective was to get the attack button working and coded properly so that when I handed it off to my team they could figure out what numbers they might want to insert for the zombie horde damage, health, and city’s health, as well as figure out how long they would like to attack for. I even put headers, tooltips, as well as clamps on some of the numbers so that the team would know how much each value should be. It was a little difficult at first because the game was trying to run the same function three times even though in the code it was only being called once. Next what I did was get the horde to move over when you pushed the attack button so that you could attack to begin with. Something else that I added to it was to make the health bars move with the horde. It was really good that I did that because how they were placed earlier they did have a possibility to not look right on some of the foldable devices or anything that had a really weird sc...

CAGD 377 - Blog Post 4 - 10/27/2024

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  This sprint has been like the others in many ways. For starters, as a group, we have been completing around the same amount of points each sprint. What I did during that time was get the attack started, fix some issues with the UI, and also make it so there is a way to lose in the game. Beginning with the attack system I made it so that every time you merge you get a certain number of damage points added to your damage per second number. After I did that Kyle then took it and plugged it in with his attack button so the player could start an attack on the city they wanted to. In the coming sprints, we will be polishing it up and making sure that it works how the designer thought it would work. At the start, I was not sure what my designer was thinking with how he wanted the damage to be tracked, whether that was taking all the numbers on the board or how I ended up doing it where you get more damage based on how many merges.            During t...

CAGD 377 - Blog Post 3 - 10/13/2024

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     During this sprint I worked on a few things, the one that gave me the most trouble was getting the blocks to have a visual when they move. I spent many hours trying to figure out how to get the blocks to have some animation when they move so the player knows which way they are driving. I tried all sorts of different ways but could not figure it out. So, after many failed attempts to get an animation for it I asked my team if they wanted to be able to see them move or if it was okay for me to just put a trail renderer on the objects. My team did say that for now there can be a trail renderer on them but in the future, they would like me to revisit the idea of being able to see the objects move.       Something else that I did during the sprint was making the code work to where we can just add as many zombie types to the game as possible, all that needs to be done in the inspector is add in a number and then give that number a color for the square t...

CAGD 377 - Blog Post 2 - 9/29/2024

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During this sprint, I completed the game's swipe, merge, and spawning feature. Some of these features were giving me a bit of a headache. Firstly, the swipe feature was something I had never done before, so I started at first with the new input system and tried that out to see how it worked, but I was ultimately unable to figure it out, so I ended up using the old input system. It still works great, and you can swipe the blocks, which will become zombies later on, around so that you can merge them. The hardest part about the swipe was that they could only swipe one the four-by-four grid and only move in one direction at a time, even if it detected you swiping diagonally. I had to implement a few checks on every swipe so that the blocks know when they can swipe to the next space and whether or not they can merge with the block next to them if there is any. Getting the blocks to move only in one direction at a time was a challenge at the start because I could only get them to move le...

CAGD 377 - Blog Post 1 - 9/15/2024

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       On this game development team, I am the only programmer and so I have a lot of responsibilities. Sadly, I have failed my team during this sprint by not completing most of the work assigned to me. I have no excuses for why I put off all my work, but it happened, and we have talked about it and it won't happen again, and I will try my best to make up for what time was lost during this last sprint. I believe that subconsciously I was stuck and did not know what to do and thought by putting it off I would be easier later, it was not, and I would have no problem finishing. Getting off of that I was able to get one of the most important things done this sprint which was getting the unity project set up and ready for us to create the game on the Google Play Store. Afterwards, I was working on our swipe to move but I was unable to finish the card before the sprint ended so it had to be put off until the next sprint.           Next sprint ...