With a demo on our horizon we have been furiously working to perfect a single player version of Crystal Companies. Optimizing the game so that it’s efficient, small in size, good looking, and is fun to play has been a major focus over the past month. Several improvements, including server efficiency and automatic detail-text parsing, and experiences at PopTech and UMaine’s innovation center are all featured in this edition of our development blog.
Working with such a large code base which has spanned over the past two years has been tough. Most of the code was written when Will and I were still in our second and third years at college. Over the past month, we put in a great effort to refactor unnecessary code by generalizing the structure of the single and multiplayer versions of CrysCo.
We have become more and more aware of the overall size of CrysCo, and, throughout October, we have successfully reduced its size nearly 60%. Additionally, we have been working more on the networking of card collection search and filtering and have doubled the speed of card search.[ms_row] [ms_column style=”1/2″ align=”left” class=”” id=””]
Two major changes happened with tooltips this month. First, the new tooltip design has replaced the existing version. This tooltip is more inline with the general styling of Crystal Companies, as well as being more clear about the technique is represents.
The second major change is that technique plain-text descriptions are created using a text parser. This makes it obvious what techniques do without the tedium of needing to write a description every time a new ability is added to the game.
Over the course of the month we updated the UI in several small ways including fixing inconsistent spacing/scaling/color issues, updating loading screen with animated icon and tips, refining the display of character attributes on the “Unit Selection” panel, and correcting draggable and resizable windows.
In the previous update we talked about the updated contract design, and it has finally been fully implemented in Unity. With drop down lore, and the ability to hold any number of abilities it greatly improves upon the previous iteration without being needlessly cluttered with information users don’t need.[ms_row] [ms_column style=”1/2″ align=”left” class=”” id=””]
One of the most visual changes to the UI this month was the updated chat UI. Behind that scenes there has been some backend changes to increase the functionality of the chat and make it easier to add more functionality in the future. [/ms_column] [ms_column style=”1/2″ align=”left” class=”” id=””][/ms_column] [/ms_row] [ms_row] [ms_column style=”1/2″ align=”left” class=”” id=””]
I was lucky enough to receive a free three-day pass to PopTech–a technology and culture conference–through my university.
While to mingling with entrepreneurs, investors, and other influential people was great, the most memorable moment was meeting the couple behind the indie game That Dragon, Cancer. My experience at PopTech was incredible, to say the least.[/ms_column] [ms_column style=”1/2″ align=”left” class=”” id=””][/ms_column] [/ms_row]
Foster Center For Student Innovation[ms_row][ms_column style=”1/2″ align=”left” class=”” id=””]Long title, amazing opportunity. I was awarded a workspace at FCSI’s incubator to work on CrysCo. The innovation center provides many great resources and support for student entrepreneurs![/ms_column][ms_column style=”1/2″ align=”left” class=”” id=””][/ms_column] [/ms_row] [ms_row][ms_column style = “1/2″ align=”left”]
On the Horizon
Our main focus over the next few months is to finalize a playable demo of Crystal Companies. This involves many big improvements including a new battlefield, polished UI, tested game mechanics and card abilities, and illustrations and other game-related artwork.[/ms_column][ms_column style = “1/2″ align=”left”][/ms_column][/ms_row]