Update

Hello! I’ve been away from the clicker game for a while and not posted about it. I’ve been working on my portfolio and resume to try and find work in Dallas. Not much luck. I’m going to focus on three things going forward.

First, I need to improve by skillset in more serious programming. Namely, my C++ skills. Building a game in C# scripts in Unity is great, but I haven’t found many companies in the area that are hiring for that position. There are, however, a bunch of higher budget companies hiring for programmers that can program engine, graphics, gameplay, systems, and UI in C++. I’m going to pivot my extra time into growing my skills and showing that in my demos.

Second, is this clicker game. I want to implement several features, ship it, and let it work. I want to learn about analytics with the different places I’m going to add ads into. I want to set some progress points that would show me at where players might be stopping play or how quickly players are reaching new game plus. Overall, this is a good project for my demos and I’m enjoying working on it.

Third, is maintaining an online presence and making sure I’m connecting with other game developers in the area. I talk to my immediate friends and fellow students from Richland, but not many others that are either working on becoming game developers or are already in the industry working and growing. That said, I need to start professional social media accounts that present my attitude and passion for game development.

The site will have more posts going forward. I want to start with a weekly report that summarizes what I’ve worked on during the week and how it improves my game development skillset. At first, I’ll be adding a few posts during the week and perhaps it becomes a daily thing.

– Mauro

Making a Clicker!

I’ve started work on a clicker! Some of my favorite mobile games are idle/clicker games. My favorite ones are Egg Inc, AdVenture Communist, and Taps to Riches. the main interface will be modeled after Taps and I’ll take elements from different games. Will update with more progress soon! 🙂

Spring 2018 at Richland – Week 8

Project Development

Monday – I spent the day working on the TestFiringController movement and camera rotation. I then started on the health script and had a hard time getting collisions to work.

Wednesday – Figured out the problem with the projectiles not registering. Now the projectiles detect collisions with the colliders, if the object it hits has a health script it damages the object, and then creates and FX prefab before it destroys itself.

Spring 2018 at Richland – Week 7

Project Development

Monday – I spent the day working on the TestFiringController movement and camera rotation. I then started on the health script and had a hard time getting collisions to work.

Wednesday – Figured out the problem with the projectiles not registering. Now the projectiles detect collisions with the colliders, if the object it hits has a health script it damages the object, and then creates and FX prefab before it destroys itself.

Spring 2018 at Richland – Week 6

Project Development

Monday – Today we’re spending time working on some documentation for the level designers to understand how to tweak the assets we’ve made for them so far. I made documentation for the firing camera I demo’d the last couple weeks and for the mech with A.I. on it.

Firing Camera – Word Document

Mech with A.I. Soldier Following – Word Document

Wednesday – On Monday, the producer asked me to get the soldiers moving in formation. I changed the spawner to take in another prefab that contains a List which is filled with the positions of the formation. On startup, the spawner creates the soldiers and gives them the references to each formation.

Game & Simulation Programming

This week we are getting more time on our A.I. projects. I need more time because I decided to spend my hours on Algebra and some Project Dev.

Spring 2018 at Richland – Week 5

Project Development

Monday – This week we are connecting the movement and aiming scripts for the level designers to have working mechs for use while creating.

Wednesday – Work has started on the little A.I. support troops that will follow the mechs around. I have the soldiers always going to a position. Those positions are given to them by the solider spawner. It’s attached to the mech and only works in the beginning.

Game & Simulation Programming

This week we are tasked with making an A.I. that can make it’s way through a maze. We are not allowed to use Unity’s built-in A.I.

Spring 2018 at Richland – Week 4


Game & Simulation Programming

The team got our work together. I was able to get a couple of weapons ready. One teammate was able to get the engines all affecting the mainframe of the ship to accumulate forces. Other teammate got our asteroids spawning successfully on screen. I think we’re on good pace and should get our project done on time.

Project Development

This week I was tasked with getting a camera together for a First Person Firing Mode. So the player will be able to move the mech in third person, but will have to be stationary and switch to first person to take control of vertical rotation and firing shells. I was able to lock the x and y axes movement, set the mouse speed, and the sensitivity for when we are really zoomed in.

I also had to implement a vignette effect. Unity has one built in and I’m going to tune the speed with the increasing accuracy feature the team is looking for. The editable mouse speed and sensitivity are really helpful here.

Spring 2018 at Richland – Week 3

Game & Simulation Programming

This week we are shuffled around to form new teams. Our new project is to make a space shooter that moves around and fires at enemies. The goal is to have modularity of all aspects of the ship we drive. We can add as many engines, weapons, and hulls as the ship can attach. We are also adding a menu where the player will create and add his/her ship to the game.

Project Development

I am now tasked with destructibility of the environment. I start with a basic wall. The feature has been set aside because the modeling artists currently do not have the time to focus on this. Gotta get the mechs moving!

Spring 2018 at Richland – Week 2

Game & Simulation Programming

The team was able to get a working game submitted. The least experienced of us was tasked with simply being able to detect input. A tap. Any tap. He accomplished this. The other team member was tasked with detecting collision with the pipes and a box off screen that would destroy pipes that were passed by the player. I was tasked with spawning and randomly placing the pipes in the level. This was all done in Week 1 by the end of lab. Really proud of my guys being able to get this done so quickly.

Project Development

So we’ve got the design document and everyone has their first task. I was tasked with implementing a cinematic camera similar to the one in the Sniper Elite series. It’s a prototype and not at all final quality.

Spring 2018 at Richland – Week 1

Game & Simulation Programming

We’re off the ground and running the first day of class with a Flappy Bird. We were split off into four teams of three. I, of course, was the lead of one of them. Simply because I’m one of the more experienced students.

Project Development

The project was presented this week. We’re making a mech game that is single player. I’m going to play the role of regular programmer. I’ve got to focus on ALL classes and cannot take on being Lead. That said, I’ll be able to actually program instead of dealing with bureaucratic B.S. Yay!

More details to come in Week 2!