So who heard this song before Geico used it for their commercials?
Ok, enough of that. The end of this post will cover the feeling of being watched. Recently, Katey took her rather simple concept for a power plant and transformed it into a much more modern and interesting look. Once that was done, I took it into Unity and gave it steam billowing from its main tower and the ability to now add onto the power potential of colonies. One of the cool things about the building is to watch it be constructed and then start releasing steam once it is fully operational. The next task in regards to power is the creation of the wireless power tower (courtesy of Nikola Tesla and Katey) that sends out pulses of electricity and provides power to all buildings within its reach.
In addition to new buildings, Katey has been hard at work creating new menu graphics for the UI, with some input from me. These new icons are more unified in appearance and still give the impression of what they mean (plus we left the words underneath if there is any confusion). The UI has come quite a long way from where it once was, as discussed in my last blog post.
On a similar note, I have been working to get our game utilizing the event system to manage click events. Before, if a user selected an object and then tried to use the interface, unexpected results would occur as both the click event for the UI was triggered as well as the code to check for a mouse click for the object. The goal is to hook game objects into the event system since it has a built-in way to detect and handle multiple events. This will prevent some of the unexpected results seen in some of our videos and streams. The change to using this system is taking a little bit of time to try and figure out how to convert all of the necessary methods, but it will pay off in the end.
Lastly, we are excited to begin work on a feature we think will be very interesting for players to take advantage of: Colony Cams and Colony TV. The colony cams are individual cameras/objects that are placed by the player to give unique views of their colony. The plan will be that these can then be hooked into channels on “Colony TV” (a website for the game) where other people can get a glimpse at the goings-on of your colony. We will limit the number of cameras a player can have at one time, but players can change camera locations at any time, and potentially even keep some around their colony to act as outposts to keep an eye out for… ah, you’ll find out later. The point is, these cameras will provide an interesting mechanic for players to take advantage of, and we are excited to start working on them.
On Friday, I was able to get two Colony Cams in place and begin work on the UI system for our cameras. Right now, a player is limited to eight camera which they can move or delete at their discretion. Unlike normal buildings, that must be built by units and can have many commands, the cameras will be managed, placed, and edited through the UI system set aside for this purpose and are simply dropped into existence. They will, however, take up space and need to be navigated around, so keep that in mind when setting up your cameras! Once I have finished hooking everything into the UI, and most likely after Kickstarter, we will be looking into getting a site set up for colony cams to be displayed. So then you can really ask “Who’s watching me?” Here is a screenshot of the UI I have so far:
That about wraps it up for this blog post. Check out the other Engineering Logs and stay tuned for future blog posts from us here at Reactuate Games!
Next Engineering Log:
Engineering Log 5