Hey y’all, I’m Dylan the lead programmer on this project. Being a programmer I don’t specialize in things that look “pretty”, but rather in the framework on which the “pretty” gets hung. This can make my posts rather unglamorous in the visual department. I want to make up for that in the one thing I’m personally obsessed with… that being information. So when code posts come out from me, expect stuff a bit more technical and mathy. Yes, mathy… that’s a word… trust me.

Before we dig into such stuff though I just want to introduce myself and the environment in which we work here at Jupiter Lighthouse.

I’ve been a professional software developer for going about 7 years now, my day jobs have consisted primarily in freelance rich internet applications, as well as writing business accounting software for the past 4 years. Not exactly glamorous stuff like Andy has to tote. I liked it, but I like making games more.

We’re using Unity 4.5 to write our game, because who isn’t using Unity? No, really, we’re using Unity because it’s actually a very powerful engine at a very reasonable price for an indie studio like ours. And to be honest, the primary reason I love it is that it allows me to write in C#, a language I am very fond of. I’ve written in over 20 languages for various jobs since starting to code. Everything from the ever prevalent javascript, to the inescapable C++, as well as ancient BASIC dialects ran in strange old database servers like PICK. You name a language I’ve probably at least modified someone else’s code in it. And at the end of the day, I love C#. Don’t worry though, I’m not a C# evangelist, and totally respect other languages. My last job was in VB.Net of all languages; the red-headed step child of programming languages. And honestly, I liked it. It had features you don’t really get in other languages. One of my favorite being the ‘Handles’ operator.

Unity also affords us a lot of resources on the internet in building our game. Andy is the type of person who likes to throw gameplay ideas at me that aren’t exactly of the norm. Writing the code for such things can sometimes be an experience which the large unity community makes a lot easier on me. For this reason my posts here on the dev blog will be very code oriented and catering towards sharing with that Unity community.

And lets not forget Unity also gives me the power of the Visual Studio IDE. I don’t care what other coders say, you can leave your emacs at home! I’ve had to write code in things as primitive as a green screen command terminal, when I come home to Visual Studio, I just feel blissful. So we currently utilize Visual Studio 2012, hopefully upgrading to 2013 shortly and getting the UnityVS plugin (if Microsoft would get off their butts and release the download!).

So that’s me, Dylan, expect me back in the coming week with an article about the code behind our mobile entities in the game.

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