Twirly Gig Games
Wednesday, April 26, 2017
Friday, April 7, 2017
working with unity and c#
today was really frightening. as the designer/artist, sometimes i have to work on the coder/musicians schedule.
so on the phone he had me write some c# code.
i was very hesitant.
but i did it and it worked.
not too bad.
overcoming failure is hard, but if i can do it, so can you.
so on the phone he had me write some c# code.
i was very hesitant.
but i did it and it worked.
not too bad.
overcoming failure is hard, but if i can do it, so can you.
Sunday, April 2, 2017
Thursday, March 30, 2017
Wednesday, March 29, 2017
two days of fury
john and i have been working steadily towards a payoff on TG. we've recently purchased TwirlyGig.Games from the interwebs. more hard work to come.
Assigning Variable Classes
Assigning Variable Classes
We had a great developers meeting last night.
I (Pauly) am the game graphics man, and mechanic writer as well as various odd jobs around the workscape.
John has the glorious job of actually making the game. As the coder, there is no game without him. He is the genius behind every action.
So, as a two man team, when there is anything to do that is not code, it is MY JOB and I am happy to do it.
Today I begin doing something that is akin to what a third man would be doing... Communicating the ideas in to code ready format - I am assigning variable classes.
What is a variable?
Let me break it down to you in a really great metaphor. Plush toys.
So let's say that all "Items" are "Plush toys".
Class: Item
Done. That was easy. But to the computer they are all the same. So...
Subclass: Color (with values set from 000001 to 999999 or whatever)
But that's just one aspect
Size, Weight, Head shape, Ear shape, Nose shape, body shape, Two tone color, Three tone color, Neck length, Eye placement... Etc...
It's a long process.
Twirly Gig is not a game about plush toys.
It's just the best metaphor I had at the moment.
And I have a lot of variables to choose from.
I (Pauly) am the game graphics man, and mechanic writer as well as various odd jobs around the workscape.
John has the glorious job of actually making the game. As the coder, there is no game without him. He is the genius behind every action.
So, as a two man team, when there is anything to do that is not code, it is MY JOB and I am happy to do it.
Today I begin doing something that is akin to what a third man would be doing... Communicating the ideas in to code ready format - I am assigning variable classes.
What is a variable?
Let me break it down to you in a really great metaphor. Plush toys.
So let's say that all "Items" are "Plush toys".
Class: Item
Done. That was easy. But to the computer they are all the same. So...
Subclass: Color (with values set from 000001 to 999999 or whatever)
But that's just one aspect
Size, Weight, Head shape, Ear shape, Nose shape, body shape, Two tone color, Three tone color, Neck length, Eye placement... Etc...
It's a long process.
Twirly Gig is not a game about plush toys.
It's just the best metaphor I had at the moment.
And I have a lot of variables to choose from.
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