• Summaries

    Summer 2018 Update: Cards, Materials, and Textures

    I created Chambergon Battle Logic (Classic Edition™) for my students back in 2014, then seriously upgraded it for the 2015 fall semester. If I remember correctly. It was far too much work to do while teaching and commuting to multiple campuses and I would prefer not to think about it. This summer, I’ve finally had time to work on the remake using Unity. But it’s time to start gearing up for the new school year, so I wanted to record my progress. Maybe I’ll remember the process better this time. Cards Chambergon Battle Logic is a card game. Sort of. So, it’s got to have a card design in the…

  • Implementations

    Drag and Drop Using an Arrow in Unity

    Since Chambergon Battle Logic (CBL) is a card game — and players often need to actually put together the contents of a card — we need to be able to drag and drop stuff. Here’s how I am currently implementing drag-and-drop functionality in the early stages of remaking CBL in Unity. Instead of moving the object as it is dragged, I draw an arrow from the point of the initial click to the current mouse position. For the arrow, I have adapted ShawnFeatherly’s approach from Unity Answers as follows: //This doesn’t need to be public, but it helps when you’re initially trying to find the right size public float arrowheadSize; Vector3…

  • Introductions

    Welcome to a World of Chambergons

    Chambergon Battle Logic is a puzzle-solving card game with RPG elements. To find out what that means, feel free to click around a bit. On the blog specifically, I will be chronicling the process of remaking Chambergon Battle Logic in Unity (with Blender and C#). I created the “classic” edition of CBL in JavaFX and I have a lot to learn about Unity — but I hope what I learn will help you if you are also a game dev. And if you have any tips or tricks for me, please do leave a comment!