To once again take my reddit post to summarize how the week went:
During both Thanksgiving Day and the day after, I was pretty much forced to watch the young nephew and niece (early grade schoolers) when what I wanted to be doing was meet my destiny by creating the above mentioned game. It didn't happen. In fact, I was so thoroughly derailed by this disruption that, come Saturday when I actually had a day to myself, I was out of the habit of just booting up Unity and doing something and so I ended up spending half the day playing games and the other half moving furniture.
Objects of procrastination this weekend included:
Progress wasn't great this week. I planned to take Thanksgiving weekend to get an extra day off to code, but this was denied by the usual antics of my needy and disaster prone immediate family. I know, that's not very gracious of me to say, but this happens often enough that I have developed a superstition that my game development results in karmic ramifications. What could have been about 2 1/2 days of potential productivity became one, if I'm lucky, and it is quite frustrating for me.The post doesn't really tell the half of it. On Thanksgiving day, my sister and mom drove the sister's dog back to her apartment because my sister was offended that I was putting the dog in a cage because nobody was watching it and I was tired of finding dog piddle under my computer desk. The weather was bad and, on the way back, they totaled the car, but fortunately nobody was seriously hurt.
From where I was on my long-winded (bordering on pretentious) previous comment from last week, I have made some progress in the evenings after work. I mentioned how I busted my Virtual GM class down to a map generation class and needed to do some design work. This week, after some design conceptualization, I ended up with a good understanding as how these Virtual GMs are supposed to work and what their role is supposed to be in the overall build of the program.
I recreated the Virtual GM class as a class that harnesses the spare clock-cycles between the moves in a turn-based game (via Unity's Coroutines) in order to scheme moves to perform on two important tangents: procedural generation within its domain, and the control of NPC agents under its control. The end goal is that there will be multiple GMs, each with an agenda, each corresponding to a point for the player, each vying for control over the entire world. It looks good on paper, although there is an obvious catch in syncing up the turns with what the Virtual GMs come up with, but it's something I think I might be able to do by passing the data through handlers.
Looking forward, what I need to do now is have the Virtual GMs spawn their first mobs and start doing things. It's an exciting portion of development, since *meaningful things are about to happen,* but it is also one that invokes my altoholic unwillingness to commit, because I now have to make some serious decisions I am going to have to live with.
Basically, I have to define who these Virtual GMs really are, who are their agents, how do their agents act, and so on. It's a bit of a problem because honestly there's just not enough dots to connect to know where to start. So I'll have to perform the design/coding equivalent of a free write, and probably get it wrong a few times. But that's okay, it's all in good practice, right?
I am thinking I might draw some inspiration from early civilization pantheons, but the ultimate goal is to have these Virtual GMs represent facets of what players look for in virtual worlds (more like Bartle Types) so there is a bit of crossover and role assignment there to settle.
|If this isn't stamped upon my forehead, it ought to be.|
Objects of procrastination this weekend included:
- Obsessing about how my nifty new refurbished monitor is utterly slowboating it here. It might not be here for another week or two. I'm kicking myself not for remembering to upgrade the shipping, and hoping it arrives in one piece.
- Me and the nephew played episode 1 of Minecraft: Story Mode. The production values were good, but I am nauseated by how Telltale Games apparently turns every one of their new games into a social-media infested Walking Dead episode.
- Me and the nephew played Kaiju-A-GoGo for the first time. Crossing X-Com with The Movie Monster Game? Brilliant! Too bad the actual smashing of the city is so ploddingly paced that I can't recommend it.
- For the sake of brevity, lets just say that me and the nephew played a lot of games over a period of some twenty hours this weekend. I think I need to learn how to set stronger barriers.
- I've apparently given up in Skyrim and am playing Divinity: Original Sin now. I am encountering a bit of a catch22 where the "tactical" difficulty is more interesting but too hard, but the "normal" difficulty is not as interesting and too easy. I hear this game looks great on a widescreen monitor...
- I surprised myself by playing a bit of Elite: Dangerous's new Guardians update. I'm far from being able to afford the Anaconda I'd need to enjoy using the new launchable fighter craft, but I bought the black friday skin for both that and my current Fer-De-Lance. Running passengers seems to be the best way to make money right now... too bad my ship sucks at it. I wasted so much time on this game today that I think I will hold off playing it again until I need to ogle it on my new monitor.
- The Black Friday Steam sale was lovely. So was the Humble Bundle Staff Picks: Nick sale. Between them both, I ended up spending $45 for about $200 worth of games... none of which I ever have the time to play in my life.