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Game Development Kit is a framework for developing slot machine style games.
When the reel window is created it would be nice to include the symbol positions for easy reference.
Platform to simulate suspend/resume, configuration etc
Currently it is just a monobehaviour, but it would be nice to give it a nice editor window feel.
Create a set of reel strip from scratch and calculate the RTP. Run this same set of strips through the math engine and see if the result is similar.
The paytable probably needs to be in Resources or StreamingAssets or something. Need to do a bit of research for the best place.
It will probably involve setting up some initialization code and injecting the paytable into the presentation.
We want to run the evaluation one evaluator at a time. Once the evaluator runs, look for any triggers that might have occurred. If any, run those evaluators. The interesting problem is, what order should the triggers be evaluated. For example, we are in a bonus game and that triggers some other evaluation. It would make sense from a presentation standpoint to evaluate that trigger first. From an evaluation standpoint, unless the result has some effect later on, it shouldn't matter when that item is evaluated.
The result structure will probably need to include pick evaluation and free games etc.
Integrate this into the associated unit tests to replace the copy paste code that is creeping in.
This would be extremely helpful for debugging the unit tests....
See ScatterEvaluator.cs for info. It should take any number of different symbols and check if they are in the reel window. If so, the scatter symbols should match.
-> applicationWillResignActive()
-> applicationDidEnterBackground()
-[MTLDebugRenderCommandEncoder setScissorRect:]:2028: failed assertion `(rect.x(0) + rect.width(1334))(1334) must be <= 750'
The payline added to the slot result is null, need to add the actual matched reel window offsets i.e. payline.
Run the simulation on a thread
It will be nice to be able to see what objects are currently instantiated in the scene.
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