Recently Michael has worked on various stuff. He tried out some ternary operator stuff, he has also started to think about XML deserializer of some kind and some ways to store states' data. There were also clock and spreading mechanics included! He worked a lot recently, that's for sure.
Let's talk about the clock first. For this game we obviously need a clock. The game was planned to go from 1960 to maximum 2020. Player will be able to see what year, month and day it is through the UI. The clock is also important for some other stuff. About the clock Michael says:
I looked at the game's clock code I made the other day and I was wondering how to have events fire off when a certain time is reached. I was thinking about how different components interact with each other, about making the clock static and access the times through the clocks' properties.
Oh, and it's time to satisfy all people that love aesthetic. Michael formated the code so it looks nice. Why? He has no clue. I guess someone was searching for easy, relaxing work.
That's it for today's Dev Minutes. Thank you for your attention! We'll come back this week with some sweet stuff about UI (at least I'm trying to work on it - remember, rubber duck doesn't have hands, it's pretty hard to work on UI this way).
Dev Minutes #2, Market Dominion; 2019-01-08-0002