Improved the graphics for the timer and proximity triggers. Added graphics for the event triggers and started connecting things together. In this sample setup you can see a very simple layout. When the root gets triggered, the machine will go to that location. The timer that is attached to (a) will activate that location… Continue reading 196th day
Category: Programming
195th day
Created a couple of the game objects with all their associated graphics for the navigation nodes today. Which would be the proximity trigger and the timer. Need to connect the items graphically to the node that they are influencing. I am keeping a nice pace while working on this and will continue tomorrow morning. I… Continue reading 195th day
192nd – 194th day
Reworked the navigation UI elements, added some motion blur for when you are moving or editing the navigation nodes and worked a little bit on some music. Tomorrow I will be working on the manipulation modes, and content for those visuals that come with the various flavors of triggers. Each node can have two triggers connected… Continue reading 192nd – 194th day
191st day
Got a lot more of the navigation stuff working, fixed a few bugs, optimized and cleaned up a number of items as well. Changed the graphics for the navigation nodes to something a little bit more interesting. Also changed some behavior slightly to solve a few issues and to make a few things a little… Continue reading 191st day
190th day
Doing just some minor fixes today and checking some things in that I sort of forgot to check in yesterday. Making a first pass of the player being able to place these root nodes to program their navigation. Very simple progress gradient on the floor with some beacon geometry. When you transition modes to edit… Continue reading 190th day
186th – 189th day
Working on the navigation features and various items related to that still. And since I am making content again, I am also fixing some tech debt related to my toon setup. Created a base texture with my toon masks and colour palette, also created custom mip maps for it. Most objects will share this texture… Continue reading 186th – 189th day
184th – 185th day
Making more features for the navigation aspect of the programmable machines. Have reworked things quite a bit, so the overall implementation is going to be a lot simpler actually. It looks like I will remove those previous navigation UI buttons because I have made them redundant. The procedural geometric pieces are not going to get much more… Continue reading 184th – 185th day
6 months of work
I'm still working on my own stuff after 6 months, alone with 2 cats as my company. And I love it. I have never had this much fun and I never enjoyed work this much when I was actually own someones payroll. The freedom you get from running your own show does move mountains when… Continue reading 6 months of work
179th – 181st day
Programming all day and making a lot of progress. Started by fixing some Shader issues on my mac, then I got a team license for Unity so that I can properly sync up with my perforce server when working form Unity. Added better management logic for the highlighting objects to remove some redundant updating overhead.… Continue reading 179th – 181st day
176th – 178th day
My mac mini is now all dancing with my perforce/git setup and the game runs on that sad Intel graphics card. Also nice to spot the differences with minor things, such as the mouse wheel controls and some shaders that don't map correctly between the systems. The performance on that particular Intel graphics card is also… Continue reading 176th – 178th day