Jon: Hello all!
This past month has been productive, although it’s been more technical stuff. Not many pictures… I will try to spare you the wall of text and keep things brief. Brace yourself.
Previously, setting up any random selections, such as items in containers, has used a pretty simple setup. We wanted to expand its capabilities and have more control over what could be done. There were things such as nesting loot tables or modifying a loot table result (varying gold and bolt amounts) which weren’t possible. We also wanted to utilize random seeds so, for example, the same loot/enemy rolls could appear, if desired (good for testing). This has been mainly what I’ve been working on and is still a WIP. It’s coming along nicely, though. 💤
I may eventually share more details about what I come up with once it’s completed…
It is nice to see more than a few pieces of gold appear in a container, that’s for sure.
If you’re still awake, this will put you to sleep:
Another semi-related task has been shifting various data into external XML files, using a more data-driven design. The new item loot tables utilize this setup.
This is a noticeable step towards being able to customize various aspects of the game. This can also help reduce our build times, as certain tweaks can be made externally without having to rebuild in Unity. This is a slow but beneficial process.
We have updated the project to v2018 of Unity. We have, and are, spending time to resolve issues that have appeared in the new version, but are excited about some of the new features! Overall, the transition has been smoother than previous version updates.
Lastly, we have been working on a side-project as well. Needless to say, it has taken some time away from TAR, but is nearly finished. It has certainly taught us some things and has helped us with clarifying some design decisions for TAR. We will reveal it, once it’s ready!
If you’re still there, have a good one! 🛌
P.S. Andrew has continued working on the Lava Cave.