#Dev Diary

GGO16 - Day 13

Today was a good day! Even though I was bad and spent most of the day playing XCOM 2, I was able to make very good progress this evening. MegaCorps is now very close to being a game - my criteria for that classification being that the player should have a goal and be able to win or lose. Outcomes The summarised list of items completed today include: Finished UI updates after migrating to Unity UI Squad movement Squad taking control of a sector The minumum UI bits needed for the above to work This is what the new UI looks like: ...

#Dev Diary

GGO16 - Day 8

It’s been slower going than I had hoped, but at least I’ve now started making some headway into adding cyborg death squads to the game! OK, so there’s nothing super about them just yet… they can’t even move… but at least you can see that they are being spawned successfully in each player’s starting area. Outcomes Observe the amazing pixel art of a cyborg death squad agent shown in places where the code has created squads of such agents: ...

#Dev Diary

GGO16 - Day 3

Had a bit of a crisis with my work project today, still coding away on a fix for that now, so I won’t be able to work on my game today. Outcome My only accomplishments on this project today were thinking about what to do next while driving to and from work… In terms of the code the next step is to divorce the domain logic from the Unity components so that I can easily generate a larger map without a lot of manual clicking around… The other reason for that is so that I can put the CityBlocks into a grid so I can calculate distances between them for the movement logic of Squads. ...