Skill Tree Activated

The quest to become an indie game developer

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

More New DevTools

#PanicRoom Day 094

#100DaysOfGameDev R2D59
#100DaysOfCode R2D59

It was becoming increasingly time-consuming to sit and wait for a random house build to generate the conditions I needed to test a particular setup I was working on so I felt it was time to create a Manual Build Mode that would allow me to define House Build parameters I was looking to test like Hallway and Dividing Wall placement.

This wasn’t nearly as involved as I thought it would be and with a little bit of thought I was able to implement it in short order. The key was establishing my bypass lines of code that would circumvent anything that would normally be randomly generated. Add in some new public variables to GameManager and, voila!

manual build mode settings

As an added bonus I even created a new debug mode that would only show certain Debug.Log messages on the console when this mode was in use. This made it easier to deep-issue testing when working on selected sections of code I was having trouble with, but I could shut it all off in one click when I wanted to pull back and look at a broader picture of testing.

Ok, so new tools in place. Now can I figure out what’s not working with my dividing wall builds?

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