Day 97: Today I got my shipment from amazon. I whished they didn’t rung an hour before my alarm clock. I was still in dreaming phase. I managed to fall back asleep, but still… Anyway I got a nice mouse pad with a soft part for my wrist. And also I got Accelerated C++! This book seems awesome.
Daily interesting stuff:
Short article about indie publishers. It doesn’t say much but it was still ok.
Reddit post about a guy worried game art jobs will be replaced by AI. We’re far from that but it’s still a good thread to read.
http://dogemask.cool/. Website that sells doge masks. Indispensable. Did you guessed this comes from my bookmark reserve?
Tasks done:
Implemented 11 achievements. It’s all I did today. But that implies some other stuff. Because I just did the tools for the achievements, I had to actually code each specific achievement. And sometimes it made me go in some place of the code base I completely forgot. And of course I jumped on the occasion to do some upgrades. I won’t detail each achievement because It’ll be a boring thing to do. Instead, like yesterday I’m going to write the process to create an achievement:
RTFM. I have a quick description of every achievement in this doc.
Create a script for the achievement (if it can’t be done with existing stuff)
Make that script inherits the base achievement class
Listen to various event needed for you behavior
Create new events if you need
Implement the unlock condition for your achievement
Attach the script to the achievement game object in the appropriate ship prefab
Test the damn thing
Debug if it doesn’t work
Repeat 8 and 10 until it works
Save the ship prefab
Update the data needed for the UI. This includes telling which ship is unlocked by which achievement and other stuff like that. Oh and icons creation…
Enjoy. I know it seems like a lot of work but I don’t think any of those steps could be automated.
Changed the way the score UI works. This is one of the upgrades I made to the code while working on achievements. It turns out this UI still worked with the singleton way. Horrible. So I made it event based. For that I created a new event when the score change (and one for the combo). This event now works both for the UI and some achievement.
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