Day 71: Today I got what I wanted done. Even though I spent a lot of time on a non-necessary feature. Except from that, tomorrow, the cats I’m keeping are gone and next friday I got another one coming. It’s great it makes me a bit of money with no real effort.
Daily interesting stuff:
Shovel Knight prequel first trailer. It looks awesome! I think I might buy it. Shovel Knight was awesome even if I sucked at it.
Someone on reddit posted a big list of game related youtubers (1437 to be precise).
Someone from an uncommon background posted on reddit asking about gamedev career path. Not really relevant for me, but the comments were interesting.
A post on reddit where everyone gives their top ten gamedev related articles.
Famous “Never Give Up” youtube video. It’s funny too watch, and it actually works.Two videos about cognitive bias (french). Here and here. That’s super interesting stuff. It has nothing to do with gamedev but it’s a great way to spend lunch break.
Tasks Done:
Followed a bunch of people on twitter. Yes it still sounds like I’m some sort of pervert. I actually did this based on a post on reddit suggesting that following people and participating was the base of twitter (no shit). So I thought of using follow friday (which I always confuse with feedback friday) to follow new people. I used this article which has a lot of gamedev people to follow. Then I used the twitter recommendations. Then I looked at who the people I know follow. I added like 60 persons.
Gave two feedback on feedback friday. I didn’t even post my game. It really just to give feedback.
Implemented a file save feature. This actually made me think about the whole global access problems. I spent a lot of time trying to find the best way to do this. I was bothering to not find any answer. It’s like there’s no good solution. Only less worse ones. Finally I opted for a singleton. Now wait I know what you think “A singleton what an horror!”. But I use it only to provide readonly access to data needed in a lot of places. That way I don’t have to worry about side effects. I think it’s better than the dependency injection I used before. I can enforce readonly, I can aggregate data in this class, and I can switch the ScriptableObject really easily to test other configurations. The main problem is with the actual save. It’s a place where I actually want to modify those variables. So I made the save method static and it takes the data class in parameter. The load method is also static and returns the loaded data class. That way if I want to modify the save, I load it first modify the object and send it back to save. This should prevent the temptation of modifying variables through the singleton to save them way after. But I must be careful of not having too different part saving around the same time because they might override each other.
Implemented the base upgrade influence. It was actually really easy. Since I got everything I needed with the save file. And since I already influence some variables for the ships types. I still had a bit trouble with the bombs. I just forgot to test it thoroughly so it had some bugs.
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