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Dev Diary 5.1 – Thinking Outside the Mushroom, Expanding Fungus 101

After coming to the conclusion of extending fungus as the visual scripting tool we were going to create we discussed this proposition at university and went through a basic example of how we would go about implementing the base game of missile command in Fungus. This involved how we would go about handling the waves and spawning system apparent in missile command.

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By writing out and discussing certain details of Fungus and what needed to be implemented for the wave and spawning system needed. We were able to identify features/commands that were already in Fungus and which commands we needed to implement into the tool. Some commands that would need to be developed are:

  • Read Wave – This command could be something more generic such as being able to read in a text file into an array.
  • Pick Location – This command would pick a random location from an array of variables or game objects.

Only these two commands would need to be created in order to create the spawning and wave aspect of missile command, this was done fairly simply and therefore I continued to create more of these to cover the entire missile command game to figure out which commands are already available in Fungus and what needed to be implemented.

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From these flowcharts and mockups of Fungus blocks, we were able to determine what commands need to be implemented in Fungus and what was already available.

In this coming week of work, We aim to create the commands needed in order to implement missile command in unity through fungus and I aim to create missile command. The mechanics of missile command can be found here. Working together to create new commands should be fairly simple, as can be seen from the video, all of the commands in Fungus derive from the Command class.

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