Unfortunately I didn't get much tangible work done yesterday through a combination of sleeping late and going out with friends. I felt a little guilty about not making much progress, but then figured I need to have fun like everyone else. Being a game developer and small biz owner, it's very important to balance work and life so you don't get burned out. Anywhoo onto game progress....
Spent a bit of time thinking about game and scoring mechanics to use with this game. I know I'll eventually try out several different ideas, but I want to keep the ideas as constrained as possible so I don't go too far down a path that won't work. In addition to brainstorming, I created a puzzle board management system that will link with the front-end display system. I made a system like this previously for Shatter Crash and figured I'd use it for this game; however I'm starting to think I will not use this system for this project. If this were a longer, more in depth project I probably would, but for such a small and short game, I think it'll just add another layer of abstraction that will get in the way. Oh well lesson learned...
The one cool thing I did get done was add the ability to randomly colorize the tiles on the board. I'm pretty sure I'll eventually change this to use unique icons instead of colors, so the game is color blind friendly, but this is a cool step for now. As an additional cool note, this screen shot is the game running on my iPhone. It's funny to think of publishing to the iPhone for the first time on this game as a small step. Just one of the benefits of using Unity. In fact I could have had the game running on the phone yesterday, but I was actually too busy to take my mac out of my bag and set it up (I started making the game on my PC).
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