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@WeirdBeardDev @kallaway @AurelieBayre
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100 Days Of Code - Log

Log Repo: WBD 100 Days of Code

Day 24 - 2019.09.15

Project: Dungeon Explorer (codename)

  • Spent about 25 mins fighting with VS Code which isn't opening my Unity files any more no matter what I try
  • Finally got the project open in Visual Studio 2017 only to find out that it is no longer saving or loading at all
  • Spent the last 35 minutes trying to figure out WTF and can't
  • Sometimes this is what coding looks like

Day 23 - 2019.09.14

Project: Dungeon Explorer (codename)

  • commit 5502696 - Basic Load Game Functionality Implemented
    • coded LoadHelper in GameManager to resetup the game
    • coded LoadData in QuestZoneDetails
    • refactored Awake and Start in QuestZoneDetails to streamline setup

Day 22 - 2019.09.13

Project: Dungeon Explorer (codename)

  • commit e50c13d - Renamed SaveZoneData To SaveData
    • renamed class it will encompass all the game state for the game not just the zones
  • commit 3ea9161 - Saving/Loading From File Works
    • coded LoadGame() in GameManager
    • fixed bug in QuestZoneDetails where List was not initialized by property
    • coded LoadGame() in GameFile to deserialize the object back in
    • currently the object is loaded in memory only, next step is to get it applied to the game state

Day 21 - 2019.09.12

Project: Dungeon Explorer (codename)

  • commit 386cb5f - Working On Saving Data
    • refactored GameMaager to get zone details and setup the save object
    • added a temp Save button to test my save code
    • refactored QuestZoneDetails to connect to GameManager so GM records came state but the zone manages itself
    • removed Current and AllTime experience totals as they aren't needed at the encounter level
    • renamed QuestZoneData to SaveZoneData
    • coded a temp SaveAsJson method in GameFile, managed to get some of my data saved, however, lists are not working

Day 20 - 2019.09.11

Project: Dungeon Explorer (codename)

  • commit 0b931f75 - Working On Serializing Classes
    • refactored Encounter for serializing and removed unneeded code
    • refactored EncounterType, Goal, IncomeGoal, ForestQuest, PlainsQuest, Quest, QuestZoneType, RiversQuest for serializing
    • refactored DisplayQuest to align with new Encounter updates
    • refactored GameFile so fileName is readonly

Day 19 - 2019.09.10

Project: Dungeon Explorer (codename)

  • commit 062ac91 - Starting the Save/Load Game Changes
    • refactored DisplayQuest to remove members
    • refactored QuestZoneDetails adding and removing members to support saving/loading
    • refactored WorkingQuest to remove ref to button
    • coded QuestZoneData class to save all the data for each quest zone
    • refactored ForestQuest and RiverQuest to detail to their respective zone types
    • coded GameFile class to do the saving and loading of the game file

Day 18 - 2019.09.09

Project: Dungeon Explorer (codename)

  • commit 02e5ce1 - Code Ability To Instantiate Quests
    • created QuestFactory to return correct type of quest object
    • refactored Quest Location prefab to ref its own button
    • refactored Quest Zone prefab to apply changes for displaying quests correctly
    • removed unused code from GameManager
    • refactored QuestZoneDetails to instantiate quests as needed
    • refactored WorkingQuest simplifying the code
    • updated doc in Quest
  • Non-code Activities

Day 17 - 2019.09.08

Project: Dungeon Explorer (codename)

  • commit 13d25ca - Improving QuestZoneDetails To Manage Each Zone
    • QuestZoneDetails maintains a List for it's zone
    • wired up the temp creation of specific Quest types; will convert to factory in future
    • in WorkingQuest exposed public properties ActiveQuest to receive input from QuestZoneDetails
  • commit 46cb3da - Improved Singleton and GameManager
    • added checks for is quitting and to return null if quitting
    • added a lock for thread safety
    • updated GameManager.OnApplicationQuit to call the base class

Day 16 - 2019.09.07

Project: Dungeon Explorer (codename)

  • commit ae27573 - Zone Names Come From Enum
    • added the QuestZoneType enum to the QuestZoneDetails so the name is set from the enum
  • commit 3788367 - Create Singleton and GameManager
    • created a base Singleton class to ensure all singletons are created the same
    • refactored GameManager to derive from Singleton
    • added an InitializeGame() to GameManager
    • added a QuitGame() to GameManager
  • commit aebd8db - Fixed Missing Text in Plains Quest
    • updated text for names
    • added some missing action text
  • Non-code Activities

Day 15 - 2019.09.06

Project: Dungeon Explorer (codename)

  • commit 8f4cf58 - Worked on GameManager
    • created GameManager class and stated moving code to it
    • refactored WorkingQuest to use GameManager
    • refactored Quest base class
    • refactored PlainsQuest and ForestQuest classes to match new Quest base
    • coded RiversQuest class as it is the second zone
    • refactored Encounter with UpdateNameAndActionText to go with updated Quest
    • created enum QuestZoneType to list all 12 zones and remove magic numbers
    • removed ContentCounter class as it is not needed, a list of Quests is kept at the zone level
    • refactored QuestZoneDetails to remove ContentCounter dependency
    • renamed 'Quest Loction' to 'Quest Location', missed an 'a' originally
  • Non-code activities

Day 14 - 2019.09.05

Project: Dungeon Explorer (codename)

  • commit 7ea3b9a - Started GameManager
    • added Game Manager to hierarchy
    • created and added GameManager script to Game Manager
  • updated VS Code to v1.38 August 2019
  • created new branch GameManager-A
  • merged QuestBoard branch onto master
  • commit c0458cc - Removed Test Quests
    • alpha tests passed, removed test quests, saved scene

Day 13 - 2019.09.04

Project: Dungeon Explorer (codename)

  • commit a011f7b - Fixed Bug in ContentCounter
    • It now updates the count when it changes
  • commit 5f12984 - Quest Zone Details Are Configurable
    • Added a formatted title "{Active Quests} {Title} Zone"
    • Added ability to update zone title
    • Refactored ContentCounter to expose the current count
  • commit 39e78f5 - Added Scrollbar Functionality to QuestBoard Title
    • Got the mouse wheel working, I needed to change the sensitivity
    • Coded ability to scroll through zones while hoving over quest board title
  • commit 0121c10 - Added All 12 Zones to Quest Board
    • Updated Quest Zone prefab to include a quest counter
    • Added all 12 quest zones to the quest board, updated names
    • Tweaked DisplayQuest so it no longer spams console when no quest is selected
  • commit b6a5ab5 - Updated Encounter Sheet
    • Added in line work for puzzle and trap encounters
    • Removed LocationIcons file as it's no longer needed
  • Non-code activities

Day 12 - 2019.09.03

Project: Dungeon Explorer (codename)

  • commit bff7655 - Created Quest Location Prefab
    • removed unused Change Quest prefab
    • created Quest Location prefab with Progress Bar
    • added Quest Location prefabs to Forest Quest Zone for testing
    • applied WorkingQuest script to Quest Location prefab
    • coded the progress bar to reflect goal progress for it's quest

Day 11 - 2019.09.02

Project: Dungeon Explorer (codename)

  • learned how to use git stash to move changes from one branch to another

Commits done to branch QuestBoard

  • commit 512c7c2 - Turned ProgressBar Indicators On
    • I had turned off the progress bar indicators for screenshots
  • commit 09130fa - Created QuestBoard Feature Branch
    • Updated QuestBoard area with needed game elements
    • Created Quest Zone prefab, added 3 for testing purposes

Commits done to branch QuestArea

  • commit a2aeb9b - merged QuestArea to master, pushed to origin

Day 10 - 2019.09.01

Project: Dungeon Explorer (codename)

All commits done to local branch QuestArea

  • commit a2aeb9b - Fixed Background Processing
    • Fixed bug so that a quest continues even if it isn't selected
    • Refactored DisplayQuest to use less Find(...) calls
    • Update IncomeGoal to make easier to test

Day 9 - 2019.08.31

Project: Dungeon Explorer (codename)

All commits done to local branch QuestArea

  • commit a0efc861 - Goal Assessment Implemented
    • Coded abstract Goal class
    • Coded IncomeGoal class
    • Added Goal Button to DisplayQuest
    • Goal Button displays Quest progress towards goal
    • Changed Encounter.IncreaseCost temp formula to make it easier to test
    • Added Zone to Quest so formulas can change based on quest zone

Day 8 - 2019.08.30

Project: Dungeon Explorer (codename)

All commits done to local branch QuestArea

  • commit fc9ecc8 Buy Encounter Done & Button Highlighting Coded
    • Buying an encounter now adds the benefit and subtracts the cost
    • Quest updates the AllTimeExperience and CurrentExperience correctly
    • PurchasableEncounter script coded to change Button coloring based on interactable/non-interactable status

Day 7 - 2019.08.29

Project: Dungeon Explorer (codename)

All commits done to local branch QuestArea

  • commit f414054 Basic Purchase Almost Complete
    • Changed DisplayQuest to call Quest.DoEncounter()
    • Add Quest.DoEncounter() to call Encounter.DoEncounter()
    • Wired up Income Per Second and Available XP
    • Coded purchasing of encounters for benefits - cost is evaluated but not subtracted yet
  • commit d463fe1 Update Encounter Sprites
    • added sprite sheet EncounterSheet1
    • set images for the 4 fight encounter types

Day 6 - 2019.08.28

Project: Dungeon Explorer (codename)

All commits done to local branch QuestArea

  • commit bc56c4b Saved the Scene
  • commit 7d789de Created Income Display Prefab
  • commit 9710a58 Fixed a Bug in DisplayQuest
    • added a null check to DoEncounter()
  • commit d11e8e2 Encounter Button Completes the Encounter
    • Class: DisplayQuest
      • EncounterButton calls the correct Encounter and completes it
      • I have basic functionality to increase completed and adjusted cost.
      • Changed the Update() method to only update when something has changed.
      • Added methods for Display* {Title|Income|Encounter|Goal}.
      • Coded the DisplayTitle method
    • Encounter
      • I changed the IncomePerSecond to return just the income, not the sum of all previous incomes.
      • I created AggregateIncome to return the sum of all income adjustments.

Day 5 - 2019.08.27

Project: Dungeon Explorer (codename)

All commits done to local branch QuestArea

  • commit a5a5ce3 Wired up Encounter Buttons - the correct encounter number is displayed in console
  • commit 9cdc91f Minor Tweak To Encounter Button Setup - condensed two lines into one

Day 4 - 2019.08.26

Project: Dungeon Explorer (codename)

All commits done to local branch QuestArea

  • commit da53411 Changed Encounter Button to ButtonProgressBar to support the Autobuy feature in the future
  • commit c14071c Fixed Bug in Encounter\Do Encounter\Button\Action Text so it updates with the rest of the UpdatableText items

Day 3 - 2019.08.25

Project: Dungeon Explorer (codename)

All commits done to local branch QuestArea

  • commit f09e890 Updated ProgressBar code so I can easily update FillColor and ForegroundSprite image
  • commit e62b2a9 Added ButtonProgressBar Code - now it has similar functionality as the ProgressBar
  • commit d54da40 Fixed ProgressBar OnCompleted Not Firing - was only firing if the current value > the max value, now it fires correctly with when the current value >= max value

Day 2 - 2019.08.24

Project: Dungeon Explorer (codename)

  • local branch QuestArea commit d896bc5 - Fixed ProgressBar not scaling when resizing
  • local branch QuestArea commit 5514560 - Created a prefab for the ButtonProgressBar

Day 1 - 2019.08.23

I tweeted my start, and now to write code.

Progress Made

Project: Dungeon Explorer (codename)

  • local branch QuestArea commit bb8b674 - Started dev on progress bar
  • local branch QuestArea commit a355825 - Stopped Unity's warning about unused private fields
  • local branch QuestArea commit 50461b8 - Copied over ProgressBar code
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