Skill Tree Activated

The quest to become an indie game developer

#100DaysOfCode#100DaysOfGameDevC#Illogical BaconPanic RoomScript-writingUnityVisual Studio

Success (and Setback)

#PanicRoom Day 052

#100DaysOfGameDev R2D17
#100DaysOfCode R2D22

The good news? I was able to get Text to display on the screen when I wanted it to.

The great news? I am able to manipulate it to position it where I want and change the style to have it appear exactly as I want it to.

grid labels – too illegible

The bad news? It simply appears unreadable for the size and settings I am using. If I make the font size big enough to read it, then it’s too large and the digits get all crammed together. If I make it small enough to fit side-by-side, then it’s too small to be able to intelligibly read. UGH!

grid labels – readable, but too far apart

Now I am faced with a dilemna: do I continue investing more (already excessive) time into something that isn’t working right, or do I scrap it and start over with a graphical-based system of labeling where I can create some custom floor tiles and be done?

I want to choose the latter, it’s the smart choice. I am aware of that. But part of me doesn’t want to give up on what I originally envisioned and I feel I might be able to find a way to work with it. Maybe. I think my answer lies in the middle. I will give a few more hours to investigating a way to save all the hours I’ve already spent learning that failing system and, if that yields no fruit, I will pull the plug and go the other route. In the end, I can’t let this hold me up forever. But I still need to learn what I can from the experience.

trying to find a grid label solution

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