KrisWolfe

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St. Louis

This is my Game dev blog for Fraud simulator! Let's make a game together!

14 comments
3 followers
32 entries
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KrisWolfe
May 04, 2019
Clearing my mind of what needs to be done

So I think I have a general idea of what I want now. I wasn't exactly sure how I was going to implement this. I was studying the SOLID principles, especially the ones I have no clue about, and was going over the L. I noticed the examples online had a lot to do with interfaces.

So here's what…

1,916 views
KrisWolfe
May 02, 2019
Creating my first art asset

The day has finally come. I've created my first art asset. A simple placeholder silhouette for my Corporate hierarchy tree.

I'm sure it's not much to any savvy artist, but it took me about an hour. I chose to go with Photoshop because of the myriad amounts of tutorials and help I can fin…

1,820 views
KrisWolfe
April 29, 2019
Setting up careers and Corporate Hierarchy

It took a few hours, but I finally got back up to speed from losing my entire scene from a crash. I now have backups and will be implementing some type of version control so I don't have this issue again.

One of the good things about this crash was that I had run into a wall on how to implem…

1,777 views
KrisWolfe
April 26, 2019
A lesson in Version History

So, today, while going through my code, my computer crashed. It's an old computer from 2011 that I haven't the heart to replace. When I loaded up Unity, I got over 1000 errors, all talking about the GUI not being able to load. My scene was gone. I double clicked my scene, and it was empty.

I…

2,036 views
KrisWolfe
April 25, 2019
My code really isn't as bad as I thought

This week I've been working on bugs and doing a little refactoring.

I finally hooked up the scheduler to the economy. This actually made me realize I'm a much better coder than I was giving myself credit for. For instance, my old rescheduler code took strings in of the skillnames and then lo…

2,051 views
KrisWolfe
April 21, 2019
Taking a break

This week was about relaxing and designing. Two games I had been waiting on came out this week that got me absorbed, Anno 1800 and Weedcraft. I'm done playing both of them, but they both had some interesting design concepts that I enjoyed.

Anno 1800 has something called Expeditions. I absolu…

1,855 views
KrisWolfe
April 15, 2019
Hooking up the player to the Economy

This week I focused on getting the player hooked up to interface with the economy. I've tested what I have with varying amounts of agents, and the numbers popped out about what I would expect, so it appears to be working. I need to capture more statistics later to make sure there's not "other" b…

2,125 views
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KrisWolfe
April 09, 2019
Economy milestone

So just a few minutes ago, I got my economy sim up and running. I really love C#. It allows me to do a lot of things I couldn't do in programming languages, or at least so cleanly.

I finished the code a week ago, but it was extremely rigid. For instance, I had farms able to produce goods, th…

2,722 views
KrisWolfe
April 01, 2019
The creation of the Economy

This weekend was spent exclusively on my economic model. I spent a day planning out what I wanted to do. I wanted to replicate demand and supply, curves and market behavior.

At first I simply tried to replicate the curves explicitly, with quantity supplied, quantity demanded, price and equil…

2,244 views
KrisWolfe
March 28, 2019
Code Rework

I've been watching alot of videos on C# and the SOLID principles of coding. 3 weeks ago I had never coded in C#, and I've been learning swiftly. Last night I figured out Coroutines and how they work. I did not expect the rest of my code to run while the coroutine was running...I thought it was l…

3,150 views
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