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			<item>
				<title>Refactoring</title>
				<description>&lt;p&gt;Nothing really visual new this week so no screenshots. I did a bit of refactoring and fixed some bugs.&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Replaced QuickSheets with SQLite4Unity&lt;/li&gt;
&lt;li&gt;Initial work on a simple inventory system and supporting actions around that (Pickup/Drop/Interact)&lt;/li&gt;
&lt;li&gt;Moving from a inheritance model to a composition model, not going full ECS but enough so that I am not duplicating code for every object.&lt;/li&gt;
&lt;li&gt;Investigated moving to SpriteTile but didn&amp;#39;t really like it vs the default Unity Tilemap.&lt;/li&gt;
&lt;li&gt;Rewrote my FOV to use its own layer vs changing the colors of every sprite on the map.&lt;/li&gt;
&lt;li&gt;Got Unity Tilemap Rule and Random tiles wired up for dungeon walls and random floor tiles&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;This coming sprint I am looking to finish up the conversion to the component system.&lt;/p&gt;
</description>
				<pubDate>Fri, 16 Feb 2018 00:00:00 -0600</pubDate>
				<link>http://hammackj.com//2018/02/16/refactoring.html</link>
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			<item>
				<title>Small Props Update</title>
				<description>&lt;p&gt;Small update this week, didn&amp;#39;t have much time but I added a few &amp;quot;props&amp;quot; to the game. Chest, crate, torch and urns, they have either a loot or break action. Looking to do inventory next sprint and add loot to these props.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/assets/images/2018/mercenary_chest_loot.gif&quot; alt=&quot;alt text&quot; title=&quot;Chest looting&quot;&gt;
&lt;img src=&quot;/assets/images/2018/mercenary_crate_smash.gif&quot; alt=&quot;alt text&quot; title=&quot;Crate smashing&quot;&gt;
&lt;img src=&quot;/assets/images/2018/necromancer_urns_crate.gif&quot; alt=&quot;alt text&quot; title=&quot;Urn breaking&quot;&gt;
&lt;img src=&quot;/assets/images/2018/paladin_chest_loot.gif&quot; alt=&quot;alt text&quot; title=&quot;More chest looting&quot;&gt;
&lt;img src=&quot;/assets/images/2018/paladin_combat.gif&quot; alt=&quot;alt text&quot; title=&quot;A paladin fighting&quot;&gt;&lt;/p&gt;
</description>
				<pubDate>Fri, 16 Feb 2018 00:00:00 -0600</pubDate>
				<link>http://hammackj.com//2018/02/16/props.html</link>
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			<item>
				<title>Starting Fresh</title>
				<description>&lt;p&gt;Last year I started to work on a 2d roguelike after some time with it I inevitability got busy with other things. A few weeks ago, I figured I would give it another go and start over. I got rid of most of the code and redesigned how I was going a turn-based game in Unity. In the previous version I had some issues with the AI running inside of Update() causing a lot of wasted frames. I am going to continue using the Oryx Tiny Dungeon set and see if I can make my money back. I am still using &lt;a href=&quot;https://bitbucket.org/FaronBracy/roguesharp&quot;&gt;Roguesharp&lt;/a&gt; but only really for the map generation. I also switched from &lt;a href=&quot;https://assetstore.unity.com/packages/tools/sprite-management/spritetile-13794&quot;&gt;SpriteTile&lt;/a&gt; to the new Unity TileMap system, but I am considering switching back as the TileMap is broken on WebGL at the moment. The Unity tilemap system also seems to really slow down with maps greater than 100x100.&lt;/p&gt;

&lt;p&gt;Working to catch up to where I was before, I have implemented most of the core gameplay loop. So, there is a main menu, simple character selection, basic combat, death. This time around I built out spreadsheets with all the data in it for easier editing and loading. Much easier to design formulas for RPG statistics in Excel. Nothing is really balanced yet and I have that planned for a future sprint. Working towards finishing up all of the core mechanics like inventory, loot and other gameplay features. I haven&amp;#39;t thought of a good name yet, and I am still working out a story. That&amp;#39;s all for now, back to work.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/assets/images/2018/0.png&quot; alt=&quot;alt text&quot; title=&quot;Main Menu&quot;&gt;
&lt;img src=&quot;/assets/images/2018/1.png&quot; alt=&quot;alt text&quot; title=&quot;Character Selection&quot;&gt;
&lt;img src=&quot;/assets/images/2018/2.png&quot; alt=&quot;alt text&quot; title=&quot;Character Selection&quot;&gt;
&lt;img src=&quot;/assets/images/2018/3.png&quot; alt=&quot;alt text&quot; title=&quot;Character Selection&quot;&gt;
&lt;img src=&quot;/assets/images/2018/4.png&quot; alt=&quot;alt text&quot; title=&quot;A warrior vs several monsters&quot;&gt;
&lt;img src=&quot;/assets/images/2018/5.png&quot; alt=&quot;alt text&quot; title=&quot;Death Screen&quot;&gt;
&lt;img src=&quot;/assets/images/2018/6.png&quot; alt=&quot;alt text&quot; title=&quot;Respawn&quot;&gt;
&lt;img src=&quot;/assets/images/2018/7.png&quot; alt=&quot;alt text&quot; title=&quot;More monsters and blood&quot;&gt;
&lt;img src=&quot;/assets/images/2018/8.png&quot; alt=&quot;alt text&quot; title=&quot;Game Menu&quot;&gt;
&lt;img src=&quot;/assets/images/2018/9.png&quot; alt=&quot;alt text&quot; title=&quot;A bard&quot;&gt;&lt;/p&gt;
</description>
				<pubDate>Wed, 07 Feb 2018 00:00:00 -0600</pubDate>
				<link>http://hammackj.com//2018/02/07/starting-fresh.html</link>
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				<title>New Project</title>
				<description>&lt;div style=&quot;text-align: center;&quot;&gt;
    &lt;iframe width=&quot;560&quot; height=&quot;315&quot; src=&quot;https://www.youtube.com/embed/eHj2yIERC_w&quot; frameborder=&quot;0&quot; allowfullscreen&gt;&lt;/iframe&gt;
&lt;/div&gt;

&lt;p&gt;For the last week or so I have been prototyping a 2d roguelike in Unity3D. The sprites are from the Oryx Tiny Dungeon set. I am using Roguesharp for a lot of the internal roguelike bits. It has really allowed me to just focus on prototyping everything out in Unity3D really fast. Above is a &lt;a href=&quot;https://www.youtube.com/watch?v=eHj2yIERC_w&quot;&gt;video&lt;/a&gt; of the progress. Below are some newer screenshots of a in game map I am working on. The red dots are enemy locations for debugging. All of the UI elements are temporary and just for debugging purposes.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/assets/images/2017/screenshot1_02_27_2017.png&quot; alt=&quot;alt text&quot; title=&quot;Simple battle&quot;&gt;
&lt;img src=&quot;/assets/images/2017/screenshot2_02_27_2017.png&quot; alt=&quot;alt text&quot; title=&quot;Partially explored map&quot;&gt;
&lt;img src=&quot;/assets/images/2017/screenshot3_02_27_2017.png&quot; alt=&quot;alt text&quot; title=&quot;Fully revealed map&quot;&gt;&lt;/p&gt;
</description>
				<pubDate>Mon, 27 Feb 2017 00:00:00 -0600</pubDate>
				<link>http://hammackj.com//2017/02/27/new-project.html</link>
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			<item>
				<title>First melee animation</title>
				<description>&lt;p&gt;&lt;img src=&quot;/assets/images/2016/2016-07-02-first-melee-animation.gif&quot; alt=&quot;alt text&quot; title=&quot;Almost there..&quot;&gt;&lt;/p&gt;

&lt;p&gt;My first attempt at some melee animation. You cannot see the mouse in the gif, but the sword goes in the direction of where the mouse was clicked.&lt;/p&gt;
</description>
				<pubDate>Sat, 02 Jul 2016 01:00:00 -0500</pubDate>
				<link>http://hammackj.com//2016/07/02/first-melee-animation.html</link>
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			<item>
				<title>New Sprites</title>
				<description>&lt;p&gt;&lt;img src=&quot;/assets/images/2016/2016-06-30-new-sprites-1.gif&quot; alt=&quot;alt text&quot; title=&quot;Almost there..&quot;&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/assets/images/2016/2016-06-30-new-sprites-2.gif&quot; alt=&quot;alt text&quot; title=&quot;Almost there..&quot;&gt;&lt;/p&gt;

&lt;p&gt;I decided that the Oryx sprite pack probably wasn&amp;#39;t going to be very viable commercially, due to the massive saturation of use. So I tried my hand at crafting my own characters. Still a lot of work to make new sprites for everything but I think the characters and monsters are the more important things to change. I added some new tile graphics to try and create a 3/4 perspective look to more or less match the character. I am fairly happy with this for the first revision.&lt;/p&gt;
</description>
				<pubDate>Thu, 30 Jun 2016 01:00:00 -0500</pubDate>
				<link>http://hammackj.com//2016/06/30/new-sprites.html</link>
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			<item>
				<title>Lighting take 2</title>
				<description>&lt;p&gt;&lt;img src=&quot;/assets/images/2016/2016-06-15-lighting-take-2.png&quot; alt=&quot;alt text&quot; title=&quot;Almost there..&quot;&gt;&lt;/p&gt;

&lt;p&gt;Trying out the SpriteLightKit plugin, almost what I want.&lt;/p&gt;
</description>
				<pubDate>Wed, 15 Jun 2016 02:00:00 -0500</pubDate>
				<link>http://hammackj.com//2016/06/15/lighting-take-2.html</link>
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			<item>
				<title>Torches!</title>
				<description>&lt;p&gt;&lt;img src=&quot;/assets/images/2016/2016-06-07-torches.gif&quot; alt=&quot;alt text&quot; title=&quot;Torches!&quot;&gt;&lt;/p&gt;

&lt;p&gt;Added some torches!&lt;/p&gt;
</description>
				<pubDate>Tue, 07 Jun 2016 02:00:00 -0500</pubDate>
				<link>http://hammackj.com//2016/06/07/torches.html</link>
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			<item>
				<title>So much faster...</title>
				<description>&lt;p&gt;&lt;img src=&quot;/assets/images/2016/2016-06-07-unity.gif&quot; alt=&quot;alt text&quot; title=&quot;3 hours work...&quot;&gt;&lt;/p&gt;

&lt;p&gt;Gave up on my own engine and started to use Unity3d.&lt;/p&gt;
</description>
				<pubDate>Tue, 07 Jun 2016 01:00:00 -0500</pubDate>
				<link>http://hammackj.com//2016/06/07/unity.html</link>
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			<item>
				<title>Slightly Better Astar!</title>
				<description>&lt;p&gt;&lt;img src=&quot;/assets/images/2016/2016-05-30-slightly-better-astar.gif&quot; alt=&quot;alt text&quot; title=&quot;Slightly Better Astar!&quot;&gt;&lt;/p&gt;

&lt;p&gt;Clearly this is not right!&lt;/p&gt;
</description>
				<pubDate>Mon, 30 May 2016 02:00:00 -0500</pubDate>
				<link>http://hammackj.com//2016/05/30/slightly-better-astar.html</link>
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