Since the last progress report, I have:
- completed the watering system, which calculates the amount of water of each type poured on the tree;
- devised a seeding system for consistently regenerating the same unique tree, in order to look back on it;
- digitally painted a cohesive graphical look for the app, including backgrounds, UI elements, and textures for the procedural branches and leaves;
- worked on the system for displaying a completed tree from the calendar along with its journal entry (not finished).
I met with Prof. Hosni Auji on 04/07 and the feedback points are received are:
- In terms of saving:
- PlayerPrefs might not be suitable since the data to be saved is continuously expanding.
- Saving systems can be found on the Asset Store.
- Simply save all the data into a text file on quit (not very secure, but potentially in the future encode the journal entries data).
- For the branches:
- Instead of OpenGL, which might be a rabbit hole, find or write a simple shader that is laid over the line renderers. Is less math-intensive but consistently reproducible with the same seed.
So far, I have been doing research into the saving approach and shaders, and began the implementation.