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Week of Game Dev - Wrap Up

12/6/2020

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It's been a busy few days- productive, but busy!
Tomorrow I go back to the normal job, and back to writing down ideas and to-dos on a notepad on the side. So let's recap what got accomplished, what happened over the last few days, and where I'm going from here.

​In truth, my intensive game dev week started the evening of Wednesday the 25th. I logged off of my work laptop, put it to the side, and fired up my personal rig. 
I won't go over every bracket and semicolon, but here is a VERY high level of what I've gotten done since then:
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  • A bunch of framework stuff to get the game talking reliably to my server
  • A bunch of other framework stuff to get the game to be able to join a Multiplayer session (the 'town')
  • An unexpectedly little amount of work to get a player to be able to join a ship and get pulled to that ship's server instance
  • The ability for the server to dynamically assign server instances to ships as players join and drop (I'm really pleased with this one)
  • 3 different mini game high-functioning-prototypes, 2 of which might make it to a production version. 
  • Mini-games can report back to the server for progress / updates
  • A whole entire separate project to have an interactable 'world' program (SkyHaven) to make the game world feel alive
  • A framework for reporting and communication between SkyHaven and Project Air Bags 
  • Updated some art
All in all, I'm pretty pleased with that. I definitely got farther then anticipated and enjoyed almost all of it. 

So what's happened since the last post?
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These 12 lines of code, or more specifically, the spot these 12 lines get called from, took me nearly 10 hours to figure out. To be clear, I knew what the lines of code should be, but it seems where they should go was the thorn in my side. Let me know if you want to hear a rant, but it's safe to say there are some pretty nastily worded comments where this function gets called as a reminder to myself. 

The next day, I had a realization:
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So I set to work.
15 hours and 1 wiki-page of fictional ship names later, and I present to you...

SKY HAVEN

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Right now the ships just move from port to port and periodically update their status to the server- but hey, you can click on them!
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It may not look like much, but each of those colored dots is a separate ship, doing it's own ship thing. We have a fleet of merchants, pirates, and 3 different Navys.
But more importantly, this system will allow for world persistence, world-wide AI tweaks, and a whole host of other controls to be built on-top of it.
AND...
It can talk to Project Air Bags!


Finally, I went ahead and imported a draft of the ship that Chris has been working on, and I think it looks amazing!
That was a few hours ago- and it pretty much wraps up what's been going on as I finished out today.

Thanks for checking this out- please reach out if you have thoughts or questions!
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You can download a video here (40MB)
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Week of Game Dev - Part 6

12/3/2020

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This went differently than I thought.
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Here's a preliminary map of positions and how they interact with each other.
All plans subject to change or get thrown out the window.

But doing this gives me something to aim at, and a better understanding of the back-end parts that need to be in place for each game.

With that in mind, and after creating this, it seems the next logical steps would be:
- Define and create the mini-game(s?) for the Craftsmen
- Define and create the mini-game for the Captain
- Wire it all up so each game dumps the correct stats into the server, and each other game correctly pulls those stats
- Cross fingers
- Balance, tweak, and tune

The weapons mini-game isn't getting worked on for now- for a couple reasons. 
First, it's a consumption game- it doesn't provide "resources" for other players- only consumes resources.
Second, a number of things about how the game should work need to be decided / prototyped / pondered about before tackling it.

So that leaves 5 tasks... and just over 36 hours. Better get started!
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Week of Game Dev - Part 5

12/3/2020

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And another one down!

This is the Sensors mini game- and it pretty much does what it says on the box.

A sensor pules is sent out and pings off of items. The player must tap the pings to track them. 
The higher percentage of pings tracked, the better the player is doing and the more data is given to the captain!

Bonuses will be awarded for perfect tracking combos, getting all items over a period of time, accuracy, and efficiency. 

Also playing with the idea of bonus objects- maybe they take more than one tap to mark, or they give off harder to see readings.

This can also be expanded for identifying baddies! The framework is all there- it just needs expanded accordingly.
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​With all these inter-player options, the next thing I'm tackling will be some kind of flow chart showing what games / stations effect what other games / stations / ship functions, and how.

From there, with only 3 1/2 days left, the next hurdles will be wiring up the above mentioned interplay paths, as well as getting things setup so we can start testing multiple clients and servers.

I'm really looking forward to these parts, and I'll post as I can!
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Week of Game Dev - Part 4

12/2/2020

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Figured out what the second prototype game is...
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In this game, players slide 'elements' around, and combine similar elements to try and make higher level elements. At any point, they can press the corresponding buttons below to 'cash in' the highest level elements and clear them from the board, opening up more room.

The idea is that as a player is playing this game, those elements are made available to other parts of the ship for power, navigation, or other things.

Again, this will get re-skinned, honed, and tweaked- I even just thought of a MUCH better way to write the code that would probably be more efficient, reliable, and cleaner- but that can wait!

Of course, I didn't get this done first try- below is a clip of pieces casually moving through each other to pair with other pieces. 
These "Laws of Physics" seem more like guide-lines...
Onto the next mini game! 
Right now the options are some kind of repair game, some kind of navigation game, or some kind of weapons game...
There might even be time for two more!
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Week of Game Dev - Part 3

12/1/2020

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The 1st mini game is finished!
Well... the prototype is finished!
Actually, the prototype needs some work- but it works enough to move on!

The player needs to swap the spheres to try and get long chains of colors to be cleared at once.
Each time a swap is made, the center port shifts and sucks in spheres that match and are adjacent to the color sphere it's pointed at. New spheres flood in from the outside, but only if their path isn't blocked.
If a hex ends up blank, it drops from the game, making the next rounds harder!
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This is enough functionality to move onto the next mini game.
What will that be? Not sure yet... so check back in to find out!
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Week of Game Dev - Part 2

12/1/2020

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It's already day 2!
To be fair, yesterday got off to a bit of a late start, so maybe my internal timeline is skewed...

Onto the progress!​
​And the bugs...
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Well I'm proud of it- programmer art and all!

This is the start of one of the mini games. The port in the middle spins around and pulls in all the spheres of the same color that are neighbors.

The user will be able to swap spheres with adjacent spheres to make longer chains before the port rotates again, giving them bonuses and more points- wash, rinse, repeat.

This gem is lovingly referred to as "The Fuel Game" and will get re-skinned at some point down the line.
But look- it works!
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Yes, there's some minor issues with spheres breaking some laws of physics, but when has that stopped someone claiming success.

​Now, as promised, the bugs.


During the making of this, I of course did the stupid programmer things of not adding the line to make the spheres move, forgetting to uncomment a crucial piece of code, and using ++ when I was supposed to --.
But I think the best bugs are when the game seems to do something completely unexpected, and ​this bug is definitely that.
​Enjoy.
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