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Trading + Random Encounters - Stitching it all Together

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Personal Update:


Sorry for the lack of updates lately. I went on a family beach vacation and met my twin nieces for the first time. My kiddo got her stitches out and it's healing up nicely. And the dogs have regressed into chewing pooping machines. >.<

And I signed up for Kickstarter to support the new Battletech project:
https://www.kickstarter.com/projects/webeharebrained/battletech

Which caused me to take stock of all my Battletech gear for one of the weekly challenges:
Eck's Battletech Photo Album

Development Update:


So I spent a long time refactoring the overland movement code and worked on a trade interface in a separate clean project and got to a spot I was pretty happy with. You could move around in the system of randomly generated planets. Each planet had a random sampling of goods and either produced goods or consumed them. Different ships have different sized cargo holds and travel at different speeds based on hull type and configuration. (all data-driven).

Then I went to merge my changes together... I knew it was going to be a little complicated, but holy crap it took forever. Getting scene objects from one project to another was way more complicated than it should be. At first, I thought I'd have to redo the scene work by hand, but I found out that you could create prefabs in project 1 and then copy them into project 2. Unfortunately this breaks the script references. >.< Supposedly you can export folders with dependencies, but that didn't work for me.

So for 2.5 days, I slogged through my merge process and got it working. Now you can travel from planet to planet, buy and sell cargo, get interrupted with a pirate encounter, and get back to trading.



Tip from your Uncle Eck:


When trying out a new idea in Unity, you might want to keep things in the same project and maybe even the same scene. Working in a separate project for a month meant for some very boring and long hours of merging. >.<

Free Games:


I have a few extra Steam Keys for the following games. If you'd like a copy, say so in the comments and I'll send you a private message:

Gone Home: http://store.steampowered.com/app/232430/
Talisman: http://store.steampowered.com/app/247000/
Steam Marines: http://store.steampowered.com/app/253630/
Total War Battles (some stuff): - No link, just some currency and stuff for a ftp game.
10 Second Ninja: http://store.steampowered.com/app/271670/
Game Guru (+some DLC): http://store.steampowered.com/app/266310/

Game Guru looks like a first person shooter game engine.
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Looking good!  I've had decent luck with Import/Export of Unity packages, and then copying pasting in between scenes.  But then again, I also had a bunch of wonky editor crashes which may have been related =)

 

So did you end up going with everything in one Scene, or did you use load scene, or load scene additive?

 

(Also I've been slacking, I haven't used Unity at home in a while, I should get back to it myself)

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Everything is in one scene. Additive Load Scenes didn't seem like it would fit my problem very well. I didn't try it but I thought it would keep loading copies of the battle screen every time I started a fight. And I needed to keep the overland scene preserved with all the fleets, planets, etc.

Right now I have a GameState game object with two child game objects: OverlandScreen and BattleScreen. When a battle starts from the OverlandScreen, it tells the GameState manager which fleets are involved. The GameState manager then transfers the ships in the related fleets fleet over to the BattleScreen, turns off the OverlandScreen and then turns on the Battle Screen. When the battle is over, the BattleScreen tells the GameState manager who then returns the ships to their fleets in the OverlandScreen and turns it back on.

I was slacking a little too much too, but I'm hoping to stay better focused. I might switch gears to a different game for a bit, but we'll see where next week takes me. Get back to it Ferrous. The world needs more Turn-Based strategy! smile.png

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