Hello all,
First of all, thanks again to Acissathar for the suggestions and comments.
Second, as promised, I will continue to do a sort of development blog, detailing how things are going so far.
Well, the feedback phase at Collective as ended, and we got a 89% approval rate, which is great! It puts us at the first page of the most popular projects. We got a ton of great feedback, some nice press coverage and a bunch of new followers at our social accounts. We are off to a great start.
I want to highly recommend Square Enix Collective to all of you out there making games independently. It is a great experience with no strings attached (their involvement in crowdfunding and publishing is entirely optional). They helped to show our game to a whole new audience and were just great to work with. You should check out their site and think about submitting your game. Marketing
On a more technical note (ok, not that technical), I was working with customizable cards this week. Since the game has a great number of skills, it is fun to mix cards with different skills (a pirate with vampire skills, an angel with thief skills). Really fun to play with, a lot of work to code with. I always try to think long term on a project, so I spend a lot of time going through basic stuff so it gets really organized and doesn’t get tangled up when we add 600+ cards to the mix. And considering the limitations we have regarding player prefs and saving (hopefully Unity will add some saving feature soon, an out-of-the-box playerpref visualizer and editor would be nice), I think the current solution works really well.
Basically, I decided to use strings to save a customizable card, building one string when you make the card, saving it, and later loading and breaking the string, with each part going to a variable that sets the status and skills during play. It is simple stuff, and I’m sure someone on the forum has a different solution (serialization or something). But I liked it because it is really simple, easy to scale it up later in the project, and non-programmers on the team can use excel to test it around. I just made sure it is organized and easy to visualize (and yeah, Advanced PlayerPrefs Window helps a lot).
Well, that is it for now. Next time I think I will talk about video editing a bit. Making the video took a long time (man, I need a rendering machine), but you need to have a video. Trust me.