The module system has been partially implemented. Currently, via this system, objects can be added, respond dynamically and as well their states can be partially saved.
However, I am still working on the loading system.
Once the module loading system is done I plan on making the join system reworked.
As the old joint system currently is, it is hard to save which joints are connected to what. And the old system just doesn't cut it when it comes to what I want to be done in this program, so this is how the new system will work:
-Individual joint components will not be saved as they have been before, rather instead each module will save which object it was connected to, then when all the modules are loaded, they will individually add joints between themselves "automagically".
-Instead of using the unity based joint component as the main interface for all joint based things, a joint class will be created that both objects that are connected by the joint can access. Before, only the object that had the actual joint component on it could access this data without a bunch of workarounds. This way it will standardize how each joint is accessed with no need for the additional complexity.
-This joint class will contain a variety of useful functions on things to do to the join, and simplify code outside of the joint itself.
Once the joint system is finished, tried and tested, I will begin working on the new GUI system. Unity's current GUI system is a mess, requiring lots of code to do very little; I am currently planning to replace it with NGUI. This will enable a much better and user friendly GUI then currently exists.
And as a final note, there is a way to embed unity web-players into blog posts, so on the next update the game will be playable on a separate page on my blog.
Anyway, that's the deal for now, Signing out,
-Patrick
Devblog for Assimilation, a game that features modular construction of space craft, Newtonian physics, and some other interesting things.
Monday, May 6, 2013
Friday, April 5, 2013
My new laptop came in about a week ago. Now I can start really working on this project. During the time I didn't have a laptop up I came up with a better way of handling the code as well as some new ideas that will make it simpler, allow for more complexity, and make programming easier. My main focus is going to be implementing this new system.
How the new system will work:
Instead of everything being called components, and ships, there will be 3 different types of objects.
-The first is the Module. This is going to take the place of the components, so all the modules will be the building blocks of your project.
-The second is the Assembly. The assembly, in a nut shell, is an assembly of Modules, that together, do something. Everything that combines two or more Modules will be considered an assembly. An assembly will also only save the tree structure of the ship. In other words, when you save an assembly, instead of it saving the positions of all the components, it will save which components are connected to what. This will make it simpler code and build wise.
-The third is the Accessory. The accessory is like a modification for the Modules. These go on the outside of modules, and allow things like armor plating, shield generators, laser turrets, etc. Basically an accessory is anything connecting to a Module that can only connect to one Module at a time.
Comments, thoughts, questions, ideas? Fire away!
How the new system will work:
Instead of everything being called components, and ships, there will be 3 different types of objects.
-The first is the Module. This is going to take the place of the components, so all the modules will be the building blocks of your project.
-The second is the Assembly. The assembly, in a nut shell, is an assembly of Modules, that together, do something. Everything that combines two or more Modules will be considered an assembly. An assembly will also only save the tree structure of the ship. In other words, when you save an assembly, instead of it saving the positions of all the components, it will save which components are connected to what. This will make it simpler code and build wise.
-The third is the Accessory. The accessory is like a modification for the Modules. These go on the outside of modules, and allow things like armor plating, shield generators, laser turrets, etc. Basically an accessory is anything connecting to a Module that can only connect to one Module at a time.
Comments, thoughts, questions, ideas? Fire away!
Subscribe to:
Posts (Atom)