Aug, 2018

Mid-August Update

Hey guys,

So, Crimson has been able to take care of a huge merge. Our code has been updated in tons of ways, primarily to put us in a position for the new Unity update. Here’s a run-down of everything done:

  • GUI code overhaul. Something Crimson’s wanted to do for a while, making the systems a lot nicer under the hood. Inventory screen is fixed again, something important for the next client update. There’s also the beginnings of support for switching gear mid-fight, taking your ‘turn’ to do so. (It’ll likely rely on a specific skill later on to do this.)
  • Battle code update. Again this tidies up code and makes it easier to work with and expand upon, using phases. There’s also code now to prevent a battle triggering immediately after one has finished.
  • All the changes for Grids2, our hexmap system, have been implemented. This will become obsolete once we update to the new Unity, since it has built-in support for hexmaps, but it safeguards us having our own working solution for the time being.
  • Tons of superfluous code removed.

(more…)

August Update

Hey guys,

Apologies for the tardiness. Got some interesting news this week.

So firstly, the hell-bug that was causing us all so many headaches has been squished. It caused no errors, but resulted in blank game screens in everyone’s Unity client except Crimson’s, making progress extremely difficult. They were able to identify the problem, and it’s now fixed. *Confetti.*

The interestinger news is in Unity’s latest updates. Firstly, they’re implementing in-engine hexmaps. We’ve gone to great lengths to hook together Tiled, create a custom importer to take maps made there into Unity, and fix the coordinate mismatch between it and a Unity asset called Grids2. While this update does render all of that obsolete, it means that we’re going to have a much easier time creating hexmaps inside Unity itself. It supports horizontal and vertical hexes, so it seemed we’ll not even have to change the sprites I’ve made already.
(more…)