In The End: Buildings

At the time of writing, there is an issue with the buildings where, despite no differences in code, all of the buildings bar one is reading an array that tells it what variants are available for that building. The issue is that single building which, for some reason as yet unkown, isn’t collecting the required array. I have set up a Debug.Log that reports what the array currently is, and then the object name (So I can identify which building option is playing up). Whilst all other buildings are reporting “UnityEngine.Sprite[], btnBuildingNameHere”, the troublesome button is reporting ” , btnHairdressers”. Apart from that, everything else that is implemented seems to be working fine.

Unfortuantly, the flavour text for buildings, their cost and their effects are not implemented. I have chosen not to implement the effects as multiple buildings were supoosed to increase the variety of colonists that appear, but due to a lack of variety in the availalbe art for colonists these buildings have essentially no purpose. As for the flavour text and costing, whilst they do the lack the UI art to existence, I simply haven’t gotten round to adding them in anyhow.

Mechanically however, the buildings can be picked and moved after being placed, and they have touch controls.

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