DBP 2017

So hopefully I can keep the momentum going while doing Dream Build Play 2017.  Just grabbed a gif creator so that once I get those asteroids moving we can start getting some cool shots.

ToDo List for Sept 9th (normally I'll sprint each week but going out of town for Labor Day weekend so might have less time)

  • Move Asteroids Move
  • Shoot from space station to asteroid on click of asteroid
  • Blow up asteroid
  • Collect Pieces
  • In Station Screen
  • Main Game Screen
  • Toggle between the two
  • Credits screen (give props to the open game art asset authors I am using)

That list seems long so I am going to stop here and we can see how much progress is made.  I need to get to the point where I can start with a super MVP and have my co-designer start working on the design and tightening game play.

Dream Play Build 2017

So many things since April.

Health:  Signed up for 10k Turkey Trot.  Working on getting back up to running that distance.

Game:  Signed up for Dream Play Build 2017.  Going to see about making a mash up of Trade wars, Eve, and MagiKarp.  We shall see.  Either way it should be fun.

Contract:  Still working.  Got a few projects in the pipeline and when not running or taking a break coding the game I am doing this in the evenings.

Screen shot of just some sprites laid out:

Ups and Downs

So I am 4/5 this week for working out and plan on making it 5/5 tomorrow morning.  I have my alarm set for 6am for the weekday and run into the garage and get a quick workout in.  The only day I missed the morning was Tuesday but I got it covered that afternoon cause my kids were asleep when I got home.  Also I picked up a FitBit Blaze so I have been hitting my walking goal of 8k each day.  I'll probably up that next month but for now it works.

Unity Coding: Stalled.  The course I am taking was holding my hand and then just stopped and said now fill out 4 pages of code and we can continue.  It isn't hard just haven't spent the time on it yet.

Contract:  The reason for no Unity is that I got a contract and I am working on gaining a second.  So that has kept my free time pretty packed.

Game:  None

Game Design:  Been thinking a lot about match 3.  How to combine it with other game types.  Like a match3 plus rpg (puzzle pirates)  or match 3 plus an rts or builder game.  Not 100 percent sure what that would look like but we shall see.


broken the thread already

Might get a new contract so I have been studying Splunk rather than working out.

Ahh well next time.

I have some time set aside tomorrow evening to work on Unity since I will be working out at lunch time.

Game Design Notes

Been debating about making a match three after I finish my Unity Class.  I feel I could probably get one out and onto some of the stores.  The trick is catching eyeballs.  There was a demo of a rogue like that had a match 3 as the battle resolution that was pretty cool.  Wondering if I can jam a match-3 into something else.  Maybe RTS or something like RimWorld.

Not dead yet...

So ton of changes around here on the home front.

1) Stopped working on the game while outside contract work picked up.

2) Picked up a few cheap courses from udemy.  Started on Game development & design made fun. Learn C# using Unity 4.6 & Unity 5. Your first 7 2D & 3D games for web & mobile. - Ben Trsitam  Talk about a mouth full.  But it has been good so far.

3) New exercise routine started from Bodyweight routine from NerdFitness.com   This and the eliptical I got from the old gym at work are turning me back into a somewhat fit person.

4) New dev / game box on the horizon. Looking forward to upgrading to a mechanical keyboard, the gtx 1070 and windows 10 (so I can put stuff into the windows store easier)

We shall see how the rest of the month goes but so far its looking up.  Plus I think everyone here a Casa de Boyer is healthy which is amazing for this time of year.

I should have more ideas for games once I get through the course but for now game design is going to be on hold.

Slowly sinking

Coding - none.  I need to get some time to code.  Hopefully tomorrow.  My next step according to workflowy.com is to provide a button to launch the mission and then provide an update on when it finishes.  First pass will be a simple time stamp and then the user will refresh the page when it is done.  The 2nd pass will be adding a refresh time to the page so that it will refresh automatically when the mission is done and pick up the reward rolls.  Per previous updates the button is there it just isn't hooked up to anything.  I also need to refresh the missions after you have launched one since ti could be that you don't qualify for other missions anymore.


Design notes:  So there are going to be multiple missions you can run at once.  There are also going to be corporate missions and empire missions and maybe even faction missions depending on which faction you get in good with.  All of which can be run at the same time so that the player can progress faster the more ships they have.  It will be a bit sandboxy in that the users can build things that will generate new missions.  As well as build defenses to make other players attacks against them more difficult.  Now there will be a definite PvE aspect to it in Empire space ala EVE online.  The Empire doesn't like fighting in its space so there will be no fighting missions given within its space unless there is a pirate band working in the core systems.  (depending on what the player does with some ships and crews they might be labeled as pirates if they get caught)  Outside of empire space anything goes. if a scout finds your station or your ships then they could raid or destroy them.  Of course then again if the player's base destroys the attacking ships there will be loot there as well.  It pays to scout before attacking.

Treading water

Coding - only got a little done today.  Basically worked on getting the proper buttons to show and then tried to work on the click mechanism for it.

Design - So while creating new bases can create new missions.  There will also be generic areas to search for that are static in case the player just wants pve.  These generic areas will require a scouting mission to reveal and based on the sensors can reveal better and better areas.  There will also be a unique id that goes with it so you can share it with friends.


Workout:  3 rounds 15 box jumps 20" 15 power cleans 45#  and 1 min plank.  The plan almost killed me but I got it done.  I think I am still sweating form it and it was 7 hours ago.

baby steps

Got dynamic buttons to show up.  My Todos for next time are making them async call the mission launches and refreshing the page to show the missions launched.  Right now there is a list of running missions and a list of not running missions.  I might just combine them so that there is one long list and just has running missions interspersed with the available.  Definitely a tweak for later on once I get a MVP (minimum viable product)  definitely need a hook to refresh the page after a certain time to show the new data when a mission completes.



Crafting...Similar to how Eve online does crafting, GTW is going to have blue prints that will be released either as loot or as a item to be purchased at certain locations.    The player can then create the item and depending on which locations they have access to can either ship it there or create the item there as long as there are sufficient resources to do that.  Main locations - Empire, Inner Zones, Outer Regions, Wormhole.  In some cases they will be around a world say a mining outpost or can be in deep space say a space station.  These created items will have missions related to them and launch mission threads as well as provide a location that contention can be had as to who controls the area.

Mission cleanup

So while we got missions we also got the basic index view from mvc which isn't that great for a game.
Did some clean up today and a little bit of layout work.  I think it will be easier to lay out but I am going to need to get a bunch more data from the models than what I am currently getting.  Good times.


Design notes

Two items to talk about today.  First is mission chains.  Second will be "perma death"

Mission Chains.  Basically there will be a set of missions that link to one another so once you complete one it leads to the next.    This will be both for how the user will explore the local universe but also how some of the wormholes can lead to great loot / drops.  In some cases the wormholes will just be like a rogue like in that you can keep pushing forward but if you do you have a chance to lose your team and ships and your rewards.

Perma Death - so all ships can be destroyed and when they are destroyed depending on what equipment you have on them you could also lose your crew.  Your crew and equipment will provide modifiers to adjust your ships stats.  The more powerful the modifiers the chances are you want to be extremely careful how you handle them.  Maybe pushing your luck traveling down the wormhole isn't such a great idea.

We got missions

So finally got some time to code and debug.  Turns out I fat fingered a couple things and needed to change the algorithm some.  Still not optimized but it gets the job done.  Still a bug in there that I will get.  But I am going to work on a little UI so I can take a mission.  Then work out the bugs and move on.


Game Design

There are 5 regions and 3 empires / republics, so that will be 12  areas to explore the 5th region is wormhole space.  That is infinite.  It just depends on what kind of scouts you got and what kind of equipment one has to find the wormhole space.  Each wormhole space will come with several missions from basic mining / hauling missions - where you have to build the mine and then use your transports to haul -  to fighting missions where you have to clear alien presences or other competing players.   You can also build outposts and as long as they have the upgrades you can have a direct connection out in wormhole space.  This allows the harvesting of resources more effectively.  It also allows other players to get an attack mission against you.