Tuesday, November 17, 2015

ProductivityGame Prototype: Roguelike Released!

PGP Roguelike Released!


This is the first release of the Productivity Game Prototype: Roguelike

In the link below I've provided builds for Windows, Linux, OSX and Android.  The Android build is barely usable on my phone because all of the UI elements need to be resized for the smaller screen size.

Download here

More info about using the Productivity Game can be found in this video:


Rename?

 I'm considering changing the name of the project from Productivity Game to Productive Game, but I'm just not sure which is better.  Please let me know what you think in the comments below or send an email to stewart@productivegaming.com

Also, I moved this blog from fragmentalstew.com to productivegaming.com.  Fragmentalstew.com still redirects here, though.  I thought productivegaming indicates better what I'm trying to create.

Also, I added a page for the Habit Engine, a page for the Productivity Game, and I added a lot more info to the About page, about what I'm trying to accomplish.  I encourage you to click the tabs at the top to read more.  I also changed the Template of the website.

Sunday, November 15, 2015

Dev Update #18 Ready for Release, Fixed Slow/Drunken Movement Bug, Found New Bug in Saving/Loading


Fixed Slow/Drunken Movement Bug


I finally fixed the Slow/Drunken movement Bug that has been plaguing me for weeks.  As near as I can tell there wasn't any bugs in my code, but there was some buggy weirdness in the project itself.  So, I created a new project.  Exported all of the assets with dependencies from my old project, copied over the tagmanager.asset from the projectsettings folder, and everything was fixed.  This created a new issue with horizontal lines on the edges of the tiles of the board, but this doesn't seem to show up in builds so it's not really an issue.  With this issue resolved, I should have been ready to release today except I did some more testing and...

Fixed Saving and Loading Bug


During testing for release I noticed that saving and loading was working correctly.  I was pretty certain it had been working right, but after examining the code, I noticed that I had missed some crucial lines of code.  Random.seed was being saved when the program began, but not when a new level was loaded.  When the new level was loaded, Random.seed had a different value, but that value wasn't being saved so restarting the level would give you a different level layout.

I added the needed code, which should have resolved the issue, but it did not.  In order to debug, I decided to use the unmodified version of the Roguelike tutorial.  I made the necessary changes and saving and loading still wasn't working correctly.

Each time a Random value is called, the Random.Seed changes.  As long as all of those calls are in exactly the same order, and you start with the same value for Random.Seed you should get the same Random values every time.  But for some reason, this wasn't happening.

In order to fix it I added this line:
Random.seed = Random.seed;
Let that sink in for a moment...
Yes, I am aware that it makes no sense.  Yes, it really does fix the issue with the Random values being different every time.

So, after making that change in the unmodified project, I made that change in my modified project, and lo and behold it did not work.  I realized that this was being caused by my use of coroutines instead of functions.  In code, the first function has to finish before the rest of the code runs.  With coroutines, the code starts the coroutine and then continues execution.  Each coroutine was making a call to Random.Range at it's beginning.  When the level is loading, those calls to Random.Range are in order, and then the other calls to Random.Range happen when a todo is clicked. Since, when the level is loaded, it skips the while loops that wait for each todo to be checked, that caused the order to be different.

So, I created some bools and added some more while wait loops between the running of the coroutines that setup the level.  After the level is loaded, the finished bool is set to true so that the next coroutine is run and this solved the execution order issue so that levels should finally load exactly the same whether they are being loaded sequentially after each todo or whether they are loading all at once.

Then I realized that I could have just used "yield return StartCoroutine" to call each coroutine, and that would make code execution wait for the coroutine to finish before continuing.

I feel kind of silly for not doing that from the beginning.  Live and learn, I guess.

Ready for Release


And with those last bug fixes, I feel confident in releasing the prototype.   I would like to do a little work on the website and might get a new domain as well.   Stay tuned. 





Monday, November 2, 2015

Dev Update #17 Broken Release

Broken Release

I had the game all finished up.  Then I built and tested the game, and for some reason that I don't understand, all character movement moves very, very slowly.  One move takes about two full seconds, which is far too slow.  I have no idea why this is happening.  Also, there is far too much CPU being used.  It jumped from less than 10% CPU usage to between 40 and 60%.  And it doesn't seem consistent.  Sometimes the build will run with less CPU or it will have lower cpu usage and then jump higher.

Here is a video showing the slow movement in the build:


Even in the editor there seems to be some issues with movement.  The characters move at full speed(as far as I can tell), but the player will weave around and not stay within the tiles.  This seems highly inconsistent, because sometimes the player will move normally with absolutely no changes made.

Here is an example of the weaving when run in the editor:



Again, I don't know why any of this happening.  There doesn't seem to be any bugs in my code that would cause this, and I don't know why movement would be so much slower in the build rather than the editor, or why cpu usage would jump.

This issue with movement and cpu usage is the only thing preventing me from making a release.

If anyone thinks they can help with this issue, or with development of the project, I can give access to the bitbucket project or a link to download an archive.