Monday, July 21, 2014

GameActions in Action

Here's a screenshot of working in Unity.  I've done more work fleshing out the GameAction and now I've got several ways to create them.  Publishers can be attached to physical objects or invisible publishers can exist at world locations.  For example during construction events invisible GameActions are created at the pending location of a material or object and wait to be fulfilled by a worker with the appropriate tools in their inventory.  Upon completion the physical object is finally created.  Actors are also able to visibly carry objects with them both while moving to and completing the given action.  In this screen shot you can see workers carrying materials towards pending construction projects and then using screwdrivers while constructing.  I've also gone ahead let some patrons randomly carry around moneybags too while they wander because why not :).

Wednesday, July 16, 2014

Architect Game July Update

So as you may know some time around the middle of May I stopped work on the Architect game and started experimenting with the Unity engine.  I didn't really particularly have a goal in mind other than to learn something new which in itself can be a very admirable goal.  I ended up learning a lot about the engine through 2 small projects and I decided I knew just enough to get started on the project again but this time using Unity instead of my custom engine.  Using Unity was actually a pretty easy choice, it's a very strong engine that also powers the game RimWorld which has a lot of similarities to my game.


Saturday, July 5, 2014

CleaveFramework v0.2.0

Version 0.2.0 of the CleaveFramework is ready.  It includes a couple of new features:


  • Auto dependency injection module
  • Generic binding module
  • A generic library of binders
It also includes some much more in-depth documentation.  The source code and documentation is available here: CleaveFramework on Github