{"author_name":"mtthwcmpbll","cat":"LD #25","comments":[],"epoch":1355794920,"likes":0,"metadata":{"p_key":"47547","p_author":"mtthwcmpbll","p_authorkey":"3178","p_urlkey":"83212","p_title":"Status with the Jam Deadline Passed","p_cat":"LD #25","p_event":"LD25","p_time":"1355794920","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"3178","us_name":"mtthwcmpbll","us_username":"mtthwcmpbll","event_start":"1355443200","event_key":"14","event_name":"LD25"},"text":"<p>Man, yesterday and today were pretty much a lost cause. \u00a0I got sick on Saturday with a head cold of ever-increasing intensity, so my productivity for yesterday and this evening pretty much dropped to zero despite spending a bunch of time staring at the project thinking I was working.<\/p>\n <p>With all of my assets created on Saturday, I planned on spending all day Sunday on gameplay mechanics and programming, things I figured I was much better prepared to jump into. \u00a0With such a good day of progress on the first day, I really thought my game idea was within reaching distance for the Jam. \u00a0It&#8217;s sort of a bummer to have crashed halfway through when I was having so much fun with it, but in the end I got what I wanted most out of this round &#8211; a better understanding of how to model something in Blender and how to put together a basic music loop without spending a hundred years one either. \u00a0I&#8217;ve got some questions to look further into on these, and there&#8217;s plenty of things I didn&#8217;t have time to do (like texture and rig any animation). \u00a0Overall, though, I feel much more confortable with these tools. \u00a0It&#8217;s amazing what a dedicated day of sitting down and playing with them will do.<\/p>\n <div id=\"attachment_214950\" style=\"width: 560px\" class=\"wp-caption alignnone\"><a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/12\/17\/status-with-the-jam-deadline-passed\/ingame_screen\/\" rel=\"attachment wp-att-214950\"><img class=\"size-large wp-image-214950\" alt=\"An in-game screenshot showing an active character in the movement phase, with movement radius visualized.\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/InGame_Screen-550x411.png\" width=\"550\" height=\"411\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/InGame_Screen-300x224.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/InGame_Screen-550x411.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/InGame_Screen.png 1019w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/a><p class=\"wp-caption-text\">An in-game screenshot showing an active character in the movement phase, with movement radius visualized.<\/p><\/div>\n <p>I did get some basics implemented, but in the end I don&#8217;t think it&#8217;s enough to consider an actual gameplay loop so I couldn&#8217;t submit it to the jam in good\u00a0conscience. \u00a0So what worked and what didn&#8217;t?<\/p>\n <p><strong>What Worked<\/strong><\/p>\n <p><em>Assets first<\/em> &#8211; Working on the models and music first let gave me a few early endorphin bumps seeing my progress on stuff I don&#8217;t normally even get to. \u00a0It was a lot of fun seeing these very &#8220;physical&#8221; things come together instead of seeing a bunch of grey boxes moving around.<\/p>\n <p><em>Pathfinding in Unity<\/em> &#8211; Once I got a chance to play with it and look through the documentation, the API is pretty simple and getting it up and running was super straightforward. \u00a0This is a really nice feature for rapid prototyping any kind of indirect movement (either AI controlled or, in my case, executed by moving a unit from one spot to another).<\/p>\n <p><strong>What Didn&#8217;t<\/strong><\/p>\n <p><em>Visualizing the movement radius<\/em> &#8211; I really wanted this to be something similar to XCOM&#8217;s movement area, but I spent a lot of time trying to figure out how to calculate that region without having a literal movement grid for characters to move around on. \u00a0If I had a discrete space like that, I could have just brute-forced the problem and checked each cell. \u00a0I started this whole concept with the goal of\u00a0<em>not<\/em> having a discrete space, though. \u00a0I tried things with the built-in pathfinding in Unity and raycasting out potential paths from the character, but eventually I pretty much punted to move on to other things and just drew a circle around the character using the excellent <a href=\"http:\/\/starscenesoftware.com\/vectrosity.html\">Vectrosity library<\/a>. \u00a0I&#8217;d like to revisit this after the jam to figure out how to do<\/p>\n <p><em>Unity projectors for user interface stuff<\/em> &#8211; I honestly didn&#8217;t expect this to be a big deal going in. \u00a0I wanted to project a contextual pattern on the ground to signify selected units and potential actions. \u00a0I remembered working with a projector way back when I had run through some Unity tutorials to do things like slap a blob shadow on the ground under a character. \u00a0Hey, thats exactly what I want to do here! \u00a0After ages of playing around with texture import settings and possible shader combinations, I realized that the projected texture (even at all white) was way too dim, that it was taking light from the scene and there wasn&#8217;t a shader that would ignore this and just show the pattern the way I drew it. \u00a0I haven&#8217;t had a chance to look into writing custom shaders (maybe for the next jam), so the projectors were pretty much a dead end. \u00a0I ended up slapping the texture on a Unity plane and moving it around the scene. \u00a0Crude, but it worked. \u00a0Unfortunately, it doesn&#8217;t conform to the terrain and has other issues.<\/p>\n <p>I&#8217;ll be working on this idea for a while even with the jam over with. \u00a0I think it has some potential, and I&#8217;d really like to implement some of the artistic and thematic elements I didn&#8217;t get to. \u00a0Here&#8217;s one last look at the scene:<\/p>\n <div id=\"attachment_214956\" style=\"width: 560px\" class=\"wp-caption alignnone\"><a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/12\/17\/status-with-the-jam-deadline-passed\/layoutineditor\/\" rel=\"attachment wp-att-214956\"><img class=\"size-large wp-image-214956\" alt=\"A birds-eye view of the scene at the close of the jam.\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/LayoutInEditor-550x372.png\" width=\"550\" height=\"372\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/LayoutInEditor-300x203.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/LayoutInEditor-550x372.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/LayoutInEditor.png 1261w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/a><p class=\"wp-caption-text\">A birds-eye view of the scene at the close of the jam.<\/p><\/div>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/gamejams\/\" rel=\"tag\">gamejams<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/ld25\/\" rel=\"tag\">ld25<\/a><\/p>","time":"December 17th, 2012 8:42 pm","title":"Status with the Jam Deadline Passed"}