Wednesday, August 27, 2014

Casino Boss screenshot updates

Please enjoy some recent screenshots from the latest version of Casino Boss:



More screens after the jump

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

Monday, June 30, 2014

Announcing CleaveFramework v0.1.1 (Open-Source Unity3D C# Application Framework)

I'm officially announcing the release of CleaveFramework v0.1.1  It's been in development for a little less than 3 weeks now and it is usable now in it's current state.

Public github repository here: CleaveFramework on Github.

There is some extensive documentation regarding the framework and it's specific features on the Github but here is the overview straight from the docs:

Why you use a framework
 This framework is meant to facilitate the implementation of a better structure for Unity3D game project code. It is by no means perfect, and I welcome any and all feedback and potential contributions in regards to improving its functionality and easing its usability. Thanks!
If you've ever finished, or worse started and not finished, a project using the Unity3D engine you realize the importance of well structuring your code. This framework was created to assist in maintaining that structure. The framework does not limit or shoehorn you into developing into a particular pattern however I personally believe it is most useful when utilizing a MVC/DI object pattern. You are however free from being constrained to one specific architecture pattern, be it DI, Service Location, or whatever magical Voodoo you personally have created.

Feature overview

The core functionality of the framework is two-fold based around an executable command delegate callback system and a SceneObjectData container for objects, automated system updating, and global data. Any amount of unique Objects are able to subscribe to commands and then implement callbacks upon execution of the command. Commands can be utilized to pass data to another object, as event messaging, or a virtual Execute() method can be implemented to directly manipulate the data within the command object itself before or after propagating to the delegates. Commands are pushed into the Framework via static methods which can perform commands on that frame, or after a given delay of frames or seconds. Commands can push other Commands during their execution giving the ability to create sequences of events.

I'm interested in some test users, feature requests, bug reports, potential contributors (of which we have received one so far), or any feedback in general regarding its usability and code quality.

Saturday, June 21, 2014

Totally on schedule monthly update

Pretty short update here.  I spent the past couple weeks porting what I had written in C++ to C# and the Unity engine.  Once I did that and got a lot of it working I decided to take some time and write a more generic framework to drive the application within the engine.  I've got a decent base of that now to work with and I've begun the job of refactoring the code I had written in the last few weeks to work with the new framework.  At this point I should be capable of using this base to drive the progress to a reasonably playable state, as long as things in my life do not change drastically in the next coming weeks.  I also wanted to share that I've made the code for the game itself available online for free as I develop it.  You're able to follow the code progress here: https://github.com/cleavetv/Architect if that's something you're interested in.  If you're able to get a copy of Unity (and assets) you can even build it yourself.  If anyone is interested in helping with compatibility version testing when I have builds ready let me know, I can provide compiled binaries for PC, Linux, or Mac.

Thursday, May 15, 2014

Messing with Unity

I took a break from working on the construction game to take a look at the Unity game engine.  I've been working on a control scheme for a 3D platformer game for the last couple of days.  Starting with some random guys physics package which had decent math but wasn't really set up for making an actual game.  I started by ripping up the movement into a state machine which now supports motor and grab functions.  You can operate the arms independently of the feet and utilize it to pick up, push, pull, and move objects around in the world.  Movement and jumping states were constructed so that we can add functionality for things like wall jumping more easily.  The state machines are run by a Controller object and then I wrapped the controller scheme into a Character system that can swap out the controllers at runtime based on other inputs.  This lets you change control schemes on any character depending on collision or game state.  So far it works fairly well, my first game test was using the system to swap control schemes on the player for moving in and out of zones tagged for water.  The results are pretty nice, I am able to craft an entirely separate group of states which control water movement and then immediately swap out of them when you exit the water by any means.
Cooling off in the water.