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White Rabbit

The timer is giving me fits.

For a programmer, doing what I want to do is probably remedial stuff, but I’m finding it less than simple.  Given a longer production cycle, I would continue trying to sort it out, but with a 1 month deadline (of which 3 weeks are left) I am wasting hours in the rabbit hole.  Hours I can ill afford to waste.

The issue is one of dynamic fonts.  See, iOS doesn’t support scaleable fonts out of Unity.  This means that I have to bring in a custom static font for iOS.  Which isn’t a big deal.  But then, when I push the game to Android, that font is going to have to be manually adjusted for each screen, which kind of defeats the purpose of developing in Unity, which is that the game can be pushed cross-platform with a minimum of mucking about.

The solution we have used in the past is to build all of our GUI elements out of game objects.  For the timer, however, this is not so simple.  now I have to build an actual mechanical timer, something that swaps textures or animates the number switching.  This can be done, but it involves even more complex coding.

So I have set aside the timer issue for now and moved to things that should give me a greater degree of visible, physical progress on the game.  If I have the TIME (hur dur) to work on the timer later, I will, but right now it has been moved from the “want” list down to the “nice to have” list.

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