Submissions by Gilberto Moreno tagged spiral-technology

reused the lose pure class into something to also be able to detemrine if the game is won by saying if more than 10% of the towns then we cna't win and you need 3 consecutive turns to win the game.. the idea is ot see if that makes it more or less interesting for the game but more thought has tob e put into making improving it... the problem lies in the lack of elegance in mechanics there is only one mechanic yet .. and i just find myself thinking there is going to be a real need to more things going on than just amanging resources

spawn positions are just vector3 positions now!
all data is now also within the scriptableobj too so it is easy to inject whatever you may want now yahoo😎

  • Created a prefab database so that i can serialize and load back in the relevant prefabs of a level also to allow me potentially to easily create moddable content from users and authorable data from a mix of sources such as (google sheets) and in local (unity editor) approaches.
  • Created a dedicated town name provider so that I can know what names are in use and to what to what town ID they are related. In case I want to only allow for a single name globally per town so that i can easily find things #busy-idocy #scope-creep
  • unique id is set on the town nodes when they Start ✅
  • unique name is set to GameObject to make it easy to know what object there is.. though having just the name may not be ideal 🤔
  • unique id is used to ask for a unique town key which is then used to get a unique name so serializing the info from the existing things on the scene is possible , but must admit these things were sort of busy idiocy and another case of scope creep where I was bogged down by trying to make everything that would be needed instead of just finishing the task which was as simple as assign a unique id upon spawning and have that unique name display have an associated same name then and there…
  • ditched working on the serialization temporarily until i get to the new game win approaches and finalizing the in scene decoupling

Today i learned how to pull data from a google sheet into unity via webrequest. I also learned gow to use the scriptable sheet asset

Using the scriptable sheets was insufficient for specific databae approaches where creating lots of scriptable objects is clearly wasteful for the project structure... So had to learn how to do it on my own... Other than that yet another step forward to getting rid of the in scene coupling completely and allowing for data driven level creation and potentially even creation from a google sheet ...

Created a simple database table and a randomized queu for runtime to get the names for the towns

While i am proud of all i did today its clear that a lot of time was wasted doing #busy-idiocy even if it meant learning. I gotta practice better and more strict timeboxing again.

some time ago i had worked on a game jam called LAGS JAM 2026 we got a pretty neat score. https://itch.io/jam/lags-game-jam-2026/rate/4421241
originality 4
theme 7
overall 18 WOW!
audio 22
gamepaly 29 (could be better)
Art 52 (AAAAAA the pain)

I'm no artist but its eveident that the iteration of for it to be better visuals and art and the game's marketing is one of the big things that ahve to be tweaked on..

now that that preamble is done what has been done in the last few days and well today... to that end i have been decoupling code and stuff further specially the stuff that was done by the others they did a good job for a jam but in the end the fact that its hardcoded means that creqating a single level has to be done by creating another Extra prefab and doesn't let me just created the data directly in say a CSV

So... yeah. todays work creating 4 prefab variants to easily create a data structure to author and have dedicated names for each town instead fo per index placement hard setups on scene.
I'm not much of a level designer but i guess its time to learn but if i'm going to do it I will learn it my way.