When you are creating various scenes in Unity, you tend to populate it with all the items you need to test it with. Cameras, players and everything that makes sense for testing. As soon as you start transitioning between those scenes, you start having problems because objects are being destroyed and recreated. You need to… Continue reading Scene management in Unity
Category: Programming
The 4th month in retrospect
For the last month I have been trying to get the basic game mechanics up and running along with creating some interesting content for the game mechanics to take place in. Along the way I have learned quite a lot about the light mapping processes in Unity, using GUI frameworks such as the Daikon Forge… Continue reading The 4th month in retrospect
119th day
I finished getting all the scene switching logic and elevators in mixed with the navigation meshes to work correctly. As you approach the elevators there are some navigation obstacles attached to the elevator switch. When the door opens you can click the navigation mesh inside the elevator and some minor transformer will grab you and… Continue reading 119th day
118th day
More programming and re-factoring today, along with some minor content fixes due to some skeleton issues with the elevator. After playing around with the color scheme for the radial menu and the highlighting colors, I think it would be better to pick more saturated colors for the items and use the mouse cursor as a… Continue reading 118th day
117th day
The day was spent re-factoring a lot of code and moving things around so all the game logic plays well with the menus and the menus play well with the game logic. So, I am back at programming for my game. I have been looking into Modo for the last few days and I must… Continue reading 117th day
116th day
As I was hooking up all my menu work to the game and interactive items, I started thinking about other related items with the mouse interaction and player interaction with the world. Working on making that smooth and blend well with any menus that are there. There are a lot of acceptable nice solutions to… Continue reading 116th day
115th day
Playing with hooking up the menu behavior for interactive items in the game. Since there are really just 3 main actions from the menu, I thought I would color code the actions and the interactive highlighting outline based on their property. Items that support all three would get a white highlight, items that support only… Continue reading 115th day
114th day
Wrapped up the radial menu today and cleaned up some icons. I don't think that I have done so much work in Photoshop before in one sitting. Creating all the images, gradients and masks for the radial menu. The only piece of code I wrote all day was to control the rotation of the… Continue reading 114th day
113th day
Got the radial menu all working, but have yet to finish creating the last icon and a couple of animation layers for the two icons on the bottom. It is all fancy with animating icons. Even the cursor for the command shell at the top flashes if you look closely. This little radial menu serves… Continue reading 113th day
112th day
I am now using JSON for storing item and configuration data. Was simple enough to setup and works well enough. I prefer to use JSON over XML since it is a lot cleaner and simpler to work with. Other than that, I threw together some basic radial UI, using the Daikon Forge UI package.… Continue reading 112th day