Rose Of Eternity

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Tag: madewithunity (page 1 of 4)

Implemented Some Rudimentary Cancel Action Functionality

Along with the recent work on Radial Menu Prototyping, I started work on a long awaited feature: Canceling Actions. I know it sounds like a pretty basic, standard issue feature. And you’re right, it is. There’s just a lot more to it than you would think, hence the reason why it’s been on the back burner for so long. Fun fact, in every current build, if you moved a unit to a tile and attempted to attack another unit and were out of range, there was no way to cancel that action, and you had to restart the game. Finally, those days are over 🙂

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Radial Menu Prototyping

The past few months have been very important for the backend foundation of this game. It’s been something that has to happen, but when it comes to showing it off to people, well, it’s not so easy. Well finally, I’m able to start working on things that I can actually show off to people, and damn, it feels good.

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Data Driven Design

Last time I wrote a blog entry, I started it off with an apology of sorts, where I literally did no game development for a month due to The Legend of Zelda: Breath of the Wild. That was a month ago. What’s my excuse this time?

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Full Game Cycle

I suppose it would be disingenuous to start this post as if I didn’t fall off the face of the earth for the past month and a half or so. I only have one excuse:

 

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That’s A Wrap For Inventory Work

State of the Union

Well, folks, that’s it. After what seemed to be the longest month of development so far, I have finally put the finishing touches on all the prototype work I’ve done on the Inventory system and all the other various systems that interact with it. I certainly did not expect to spend so much time on it, but I also did not anticipate adding feature after feature. Every time that I thought I was done, I always had an idea for something else to add in.

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2 Hour Challenge: Unit Switching

This morning’s update almost never came to be.

For newcomers to this blog, I commute about 5 hours (round trip) door to door from my home town of Poughkeepsie, NY to downtown Manhattan, NYC, where my company’s office is. I’ve been doing this song and dance since 2004, it’s quite old, I hate it, I hate trains, I hate people, etc.

The one thing that keeps me going is the fact that I do get to get a fair amount of game development. That is, if I’m able to stay awake…

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Item -> Equipment Slot Swapping. Also Added Attributes To UI Above Equipment.

This might as well be called the month of “Inventory UI”. It’s been the only thing I’ve worked on thus far, and just when I think I’m done, I’m like, “Oh shit, I should probably support this minor feature as well”. Minor features are, well, minor, but a dozen of them = month of “Inventory UI” 🙂

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And Now For Something Totally New… More Inventory UI Stuff!

 My work with the Inventory System continues. On the one hand, just because of how I like to develop (i.e. bouncing from system to system), I’m a little drained with my work on this. On the other hand, however, an Inventory System is one of the key components to any RPG, and it has to be done right. Also, I have been able to knock out a lot of the core work of it. The way I have reconciled this in my mind is: The more I get done now, the less I’ll have to address later.

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Solid Progress On Inventory UI

I admit I got distracted more than I wanted to this week, however, when I was able to focus, I was able to get some solid progress done on the inventory UI.

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Unit Equipment Slots Prototyping

A few days ago, I finished prototyping some inventory drag & drop functionality, which I discussed in February’s State of the Union. The next logical step was to begin working on unit equipment slots, and making sure the drag & drop stuff worked there as well.

Of course, I actually had to do some upfront UI work in order to display a unit’s equipment slots.

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