I talked about this a bit in my 2014 Year in Review post, but I’m going to work on a series of small games, and a monthly timeline seems to be about the right fit.
I’m doing this for three reasons:
- I need to get into the habit of working on games. I spend way too much time doing other things (because I can). By working on small games that aren’t designed to be sold, I can build up the necessary habits.
- I want to get used to using Unity. Almost every project I’ve done up to this point has involved a different library, language, or platform (or all three!). I’m going to stick with Unity for the time being, so it behooves me to get comfortable using it.
- I plan to use each time to explore a certain technical aspect of game development. The first, Aliens Ate My Cheeseburger, is about parallax scrolling.
2014 was a…weird year. It was mostly a transitional year, where I started making changes to how I do things. This year, hopefully, I will make more changes to let me make something of this floundering game company. (previous review)
As I mentioned in the very first Dev Log, the reason for all the level loading work was because of issues with the minimap. Now that the level loading code is out of the way, I could focus on making the minimap functional.
Here’s what it looks like:
Since this is the third post about this process, I’m going to try and keep it short.
I can now load any level in the game with a simple variable switch! There’s still a few things that have to be fixed for it to be ready for prime time, but the basic functionality is there.
I still need to:
- Make the minimap work. The map itself loads, but I need to write a manager for the icons to load/unload
- The loading changes broke using traps. I need to refactor how I’m handing them so that the UI will manage showing/hiding the trap icons in inventory.
- I still need to make the camera dynamic for the larger levels. It needs to scroll up and down based on the location of the robber.
- There is no cleanup at the end of the level. I was relying on having one level per scene and letting Unity do the cleanup. Since I’m using a single scene for all levels now, I need to do my own cleanup.