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--- | ||
title: 'October: 11th' | ||
category: Daily | ||
date: 2024-10-11 12:00:00 | ||
client: Self | ||
unsplash: 1693298661836-1206649639ef | ||
img: https://images.unsplash.com/photo-1693298661836-1206649639ef?crop=entropy&cs=srgb&fm=jpg&ixid=MnwzNjM5Nzd8MHwxfHJhbmRvbXx8fHx8fHx8fDE2ODE3NDg2ODY&ixlib=rb-4.0.3&q=85 | ||
description: October 11th. | ||
tags: | ||
- daily | ||
--- | ||
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import { Adsense, Tasks } from '@kbve/astropad'; | ||
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## 2024 | ||
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**Animations** | ||
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Spending some time learning how animations work within Unity is always a fun time. | ||
The first animation will be with a 2D sprite and that will have multiple different references. | ||
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**JEDI** | ||
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Under the `kilonet` package, the first major script that we want to add is the `JEDI.cs` and it will handle our JSON serialization. | ||
However I believe in the future, this can be our first step in doing the Rust FFI and specfically replacing the json methods with a rust binding. | ||
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**Packages** | ||
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We got our first package for unity loaded into the `rareicon` game on the Azure side! | ||
For now we will continue to migrate some of the legacy code into this package, but the end goal will shift a bit? | ||
Part of the problem that I can see is that version control will be a bit rough because we are using branch names. | ||
The solution to this will be to have our package get either loaded into the unity asset store or we go through nuget? | ||
These are concerns for a future problem, since the goal should be inching closer to getting a steam game published. | ||
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**Kilonet** | ||
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The next update for the `kilonet` will be focused on resolving some of the vuplux and supabase integrations. | ||
One of the areas that we need to double check are the save states for the json, which are currently hardcoded in, also the supabase anon key and the api is also hardcoded in. | ||
Both of these need to be adjusted, but I am still considering how I would want to handle that. | ||
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**Register** | ||
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It seems that our register function within Supabase was broken but I was able to figure it out. | ||
During the table creation for the usercard, we were referencing the username table twice, which is not optimal because we already have the username saved in the user profile. | ||
The solution was to drop that column for username on the user card, then adjust the table creation by having the default fields be null and then finally adjusting the materialized view to use a join between the two tables. | ||
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<Adsense /> |
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--- | ||
title: 'October: 12th' | ||
category: Daily | ||
date: 2024-10-12 12:00:00 | ||
client: Self | ||
unsplash: 1693298661836-1206649639ef | ||
img: https://images.unsplash.com/photo-1693298661836-1206649639ef?crop=entropy&cs=srgb&fm=jpg&ixid=MnwzNjM5Nzd8MHwxfHJhbmRvbXx8fHx8fHx8fDE2ODE3NDg2ODY&ixlib=rb-4.0.3&q=85 | ||
description: October 12th. | ||
tags: | ||
- daily | ||
--- | ||
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import { Adsense, Tasks } from '@kbve/astropad'; | ||
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## 2024 | ||
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**Login** | ||
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Now we can go back around and adjust the login script within unity to use the kilonet. | ||
We would want to keep the supabase instance and client connected but only if in the `kbve` mode because in `offline` and `steam`, we would not need the supabase client. | ||
For the steam version, we would just handover auth and utility to the Steam SDK, this way the player can still get the achievements and in-game items. | ||
However what we do need to be careful about is to prevent cheating and maybe lockdown parts of our code, hmm, we can get a bit creative with how we want to handle that part too. | ||
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**Title** | ||
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For the rare icon game, we will focus on three core gameplay options, `Single-Player`, `Steam` and `KBVE`. | ||
The single player will be an offline and casual instance, while the steam mode will be focused on a co-op style of gameplay and finally the kbve version will be for the hardcore players. | ||
We will want to keep the players focused on the single-player first, maybe even lock out the `kbve` until they complete at least one mission on the single-player? | ||
The goal would be to keep players happy regardless of their play style and maybe find some creative ways to make each instance popular? | ||
Like special abilities from the single player could grant you special benefits in the pvp areas? | ||
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**State Machine** | ||
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In our current state machine codebase, the save file name is just hardcoded to be: | ||
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```c# | ||
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private const string SaveFileName = "RareIconGameSave.json"; // JSON file name for saving state | ||
``` | ||
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We want to make this a bit more dynamic, maybe depending on the application's name or just some form of a variable, rather than what it is right now. | ||
For that, we need to update the `StateMachine.cs`, such that when the constructor is being created, we do this: | ||
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```c# | ||
SaveFileName = !string.IsNullOrEmpty(Application.productName) ? Application.productName + "_GameSave.json" : "RareIconGameSave.json"; | ||
``` | ||
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This will let us create the save state based upon the `productName` and `_GameSave.json`! | ||
Let us go ahead and push that out! | ||
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**Data** | ||
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There is an older folder we created called `_Data`, which holds a bunch of assets under a sub-folder of `BG` and `PixelArt`. | ||
I am going to go ahead and remove those because we will no longer use them in our current game. | ||
It would make more sense to keep the simple ui for now and focus on making it more stylish after we get the core gameplay out. | ||
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**SubScene** | ||
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After getting the base of the game state resolved, we can move forward with the initial game loading and level picking. | ||
I am going to build off of the MM system and basically reverse engineer how they handle level loading, we see that there are two scripts attached to the button. | ||
The scripts are `Selection Base` and `LevelSelector`, we will peak inside both of those cs files and see what they are doing. |
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BEGIN; | ||
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DROP MATERIALIZED VIEW IF EXISTS public.user_cards_public; | ||
ALTER TABLE public.user_cards | ||
DROP COLUMN IF EXISTS username; | ||
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COMMIT; |
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BEGIN; | ||
-- Insert into user_cards for existing users in user_profiles that do not have a user_card yet | ||
INSERT INTO public.user_cards (id, username, bio, socials, style) | ||
INSERT INTO public.user_cards (id, bio, socials, style) | ||
SELECT | ||
id, | ||
username, | ||
NULL, -- Default bio value, can be adjusted as needed | ||
NULL, -- Default socials value, can be adjusted as needed | ||
NULL -- Default style value, can be adjusted as needed | ||
FROM public.user_profiles | ||
WHERE id NOT IN (SELECT id FROM public.user_cards); | ||
COMMIT; |
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