#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. ...

#Dev Diary

GGO16 - Day 2

Instead of a lot of careful design I’m just going to jump straight into building a prototype! I’ll stick with the name I was using for the board game version of the idea, which is MegaCorps. This “Syndicate 4X” game idea is one I’ve thought about and designed and redesigned in my head nearly half-a-dozen times… I’m sure if I scanned through my Google Drive I’d probably find at least 1 game design document, so I feel fairly comfortable winging it in the design department. ...