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jaxcap

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A member registered Jun 08, 2016

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Day 3

Today I expanded on the last little thing I did yesterday and gave Zones the option to generate Card Slots of specific types. So now, I can give them an ordered list of types and they get created with everything set up correctly:


The main thing I wanted to do today was to get the Ingredient and Dish classes set up to the point where you can create a Dish given the correct Ingredient cards. I set up completely the type system for all of the cards so that their types (Ingredient, Dish, as well as specific ingredient types like fruit, vegetables, etc) are automatically assigned based on what Unity components are attached to them. Using that, I also added a feature where if you place a Dish in a special kind of zone, the Dish card will start looking for the ingredients it needs in the rest of the zone. To test this, I set up a Pie dish with the recipe "grain + fruit".  In the picture below you can place both Apple and Cherry in the fruit section, and the Flour in the grain section. Hot Dogs can't be placed in either, because it's not a fruit or grain, and also because hot dogs in a pie would be gross.


Once the correct ingredients are set in the zone with the dish, clicking on the dish will mark the dish as "created". At that point the dish turns into a weird magenta color to show that it's been created (a temporary thing- later I'll have the dish move over to the Cooking Zone once that actually exists in the game) and the ingredients cards used will disappear:

 

Another related thing I would also like do is make  the correct Card Slots appear in the zone automatically based on what the Dish's recipe is, but I'm not sure if I'll do that during this game jam since it's also possible for me to just set them up manually. If there's time near the end of the two weeks I'll probably spend some time to do that.

I saw your post on my thread so I wanted to check out yours. I like your story idea and the humor in your mockups, sounds weird in a good way! Kind of reminds me of the style of Earthbound. Your gameplay ideas are cool too, I'd love to play this when it's finished. 

I really like your title, it's just funny to imagine somebody looking for their own skeleton (even though I see that's not what you meant). The sprites are pretty cool too, I especially like the skeleton coming out of the ground. Looking forwards to seeing more!

Day 2

Today, my goal was to create a class that represents a deck of cards called Deck , as well as functions in the Deck class to deal and shuffle Cards. 

The Deck object works with the Zone objects I made yesterday- you can assign a Zone to a Deck object, and the clicking on the Deck will cause it to deal cards into the slots in the Zone until they are all filled.  When you shuffle the Deck, all of the cards that were already dealt are brought back into the Deck and the order of the contained Cards gets randomized.

Cards dealing into a zone

Randomized cards

I had some more time so I also did a small unrelated thing and implemented a few types (Ingredient, Dish) onto the card objects I made yesterday and added functionality to the Card Slots so that they can now "choose" to only accept Cards of a certain type. This should be useful when I add a few more Card Types and actually make the different types of Cards do different things.


I like your idea! So is it going to be real-time combat, but with RPG type stats or something? I think your goals sound reachable, and it also looks like it'd be easy to leave some of the stuff for later if it's too much work. Looking forwards to seeing your progress!

Also, I read your post in the intro thread, and I also like Ghost Trick and Ace Attorney! Which Ace Attorney games have you played? :3

Cool concept! Like you said it's a simple idea, but definitely something that would work well in VR. Are you going to have a HUD for the health and ammo or do you think that would break the immersion too much?

I'm impressed that you're making your own engine, looks like you're off to a good start! I've used SDL before, but that was a long time ago and I didn't know there was a version 2 now. Looking forwards to your next update!

Aw, thanks. I'm checking out your thread right now :)

Intro

I'm making a cooking-themed card game called "Place Cards, Everyone!" The basic idea of the game is to amass and play cards representing different ingredients in order to create dishes that you then serve to customers for points. There's a lot more information at this really messy google doc: [link]  

I'm using Unity 2D with C#. This is my first time using Unity 2D (instead of 3D), and also my first time using Unity since 2013. I think a lot of things are slightly different now, but not as different as I expected.

My schedule of what I'm going to do each day is probably too long and boring to post here, but my plan is to do all of the basic functionality with placeholder assets, and then if I have time at the end I'll make actual art assets and add any cool features that I have time left to do. My friend Chikakoo (who isn't on this site) is making the music and sound effects for my game.

Okay, now on to what I actually did today.

Day 1

In my game, I want you to be able to place cards in areas based on their type. For example, ingredient cards can be placed in the cutting board area, and uncooked entrees can be placed in the oven area. I'm calling the areas "zones". Each zone has a different layout and amount of cards that can be placed in them. Here's an image of what zones I'd like to have and how they're arranged (number of cards in each is tentative right now):


My goal for today was to create Zone objects that can automatically generate Card Slot objects (locations where you can place your cards within a zone) as laying them out correctly, and then also make Card objects that can be placed and taken out of Card Zones when clicked on. Each Zone keeps track of the Card Slots that are in them, and each Card Slot can keep track of what Card is in it. The Cards also keep track of what Card Slot they're in - not sure I'll need that information later, but I included it for now.

I managed to finish these tasks. Here are some screenshots! Ignore the terrible "art" :D

Yellow and blue are the zones, the white rectangles are Card Slots, and it's obvious which objects are the cards.
You can place cards in the card slots by clicking on the card, and then the card slot. The cards also turn a different color when selected (not shown).

1. Hi there! What's your name? Want to introduce yourself?

Hi! I'm Michelle. I'm a software developer from WI.

2. Did you participate in the last jam we held? If so, what do you plan on doing better this time? If not, what's your reason for joining?

No, I didn't.

3. What games are your favorites? Did any of them inspire you, or made you want to make your own?

The first games I played when I was a kid were Eternal Daughter and Cave Story (probably because you could get them for free on your PC). I was impressed that they were made by just one or two ordinary people, and that definitely inspired me to try to make games. Nowadays I'm into TF2, the Binding of Isaac, and the Tales games- but I'll try pretty much any game.

4. Do you have experience with game development? What did you do/with what engine?

I don't have that much experience with game development. I took a college course in designing virtual worlds for education, and I made a virtual world in Unity for learning about outer space, and that's the only "real" thing I've done that's related. Sometimes I make really small RPGMaker games.

5. Tell us about something you're passionate about!

Obviously programming and video games, but I have a lot of other interests as well! I love sewing and crafts in general, and I have a small business selling my own stuffed animals. I also really like music, and I like making simple songs with MIDI.

6. What are your goals for this game jam?

To make at least one playable level, and to submit it at the end of this game jam!