Since my last post I have managed to complete the range indicators (they are not pretty, but they work), add in end hubs (hubs which have no outputs and count towards level completion) and the adding and removal of hubs between levels (after all of the end hubs have been powered). I'm very pleased with what I have done, however I have just come across a major problem:
Currently the hubs that are added to the level are defined by 4 parameters;
X position, Y position, Type, Inside Inventory?
x position defines x position, y for y position, Type is a number which defines the number of inputs and outputs and their colour (based on a numbered list of pre-sets), and inventory is not used yet but will be used to define whether the hub is in the inventory at the start of the level or not.
The problem arises from the "type" parameter; simply because it is not versatile enough. The hubs have far too many options which will need to be changed between each hub and level, and unless I have several thousand pre-sets - it's going to be very difficult to get the options I need.
I've decided the very minimum parameters I need to specify are as follows:
hub parameters needed: X, Y, SpecialType,Inventory?, List of colours (of inputs), List of colours (of outputs).
As it stands I specify the current parameters I need as numbers using a 'Vector4'. It seemed a smart idea when I created it (as I didn't have much of an understanding on unity arrays). Now though it is too simple,and the parameters are constrained to numbers, whereas i need to use numbers, boolean and sub-arrays.
This might be a timely process to figure out, but it needs to be done in order for the game to be puzzling.
As an additional problem, I was thinking about having an "any" input type. This would mean that you could use any colour onto it. This might be possible and useful in the game, but I have no idea how I would show the player that any colour could be placed on it. Currently I use colours to show what colours can be used, and the only real colours I have left are block and grey - and using those might be confusing for the player.
Use either black or white to represent an input that can take any colour (white would probably be a better choice for that).
ReplyDeleteWhite is being used for white (r+g+b) =P so black it is
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