Category: Uncategorized
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A bit of everything
New this week This week I accomplished the 2 tasks I set last week. Namely Speed control and setup for passive items. I created a passive item and an accompanying temporary effect to test its functionality. On top of this I added enemies into the other greyboxed tiles and delved into inspector scripts to make…
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Weapons and items
New this week This week I added the main functionality for the first melee weapon and planned melee weapon for the starting character. I expected this to take far more time than it did, so I used the remaining time to add a good number of items. As I started working on a different system,…
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UI and more UI
New this week This week was more UI. I added the extended functionality for non-player orientated scene transitions and added an on-screen notification/message system. This gives me flexibility to test items and systems faster. Main Menu I’ve added the most barebones main menu. It contains a simple 3d scene featuring a campfire with some benches…
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UI and Events
New this week This week I created a very basic UI. The UI relies heavily on the events which is something I have little experience implementing and using. UI The biggest problem with creating UI was getting the UI to update only when it needs to. To solve this I used unity events. The easiest…
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Materials and Animation
New this week This week I learnt how to use the basics of Blender’s material system and how it integrates into Unity. Spoiler alert, not very well. I also learnt the basics of Blender animation system and created some animations for the first enemy. I improved my state machine creation pipeline and improved the player…
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First enemy model
New this week This week I created the model and rigged an enemy character model. Progress is slow and I’m spending additional time trying to work out a good workflow to make art less excruciating. The boy Here he is: The reason I chose this character to be the first to create is because of…
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Animations and Blend Trees
New this week This week I created the first 2×2 room greybox and worked on blend trees. Time spent was cut a little bit short because of Christmas and the surrounding commitments but I believe good progress was made. Last tile for a while The last basic greybox tile I’ll work on for a while…
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Tiles again
New this week This week nothing too eventful happened so this devlog will be fairly short. I worked on some tiles and I’ve made some adjustments to my core design tenants. Tiles Adjustments to design Is the last devlog I made the statement that under no circumstances should you be able to see through a…
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State Machines and Tiles
New this week Welcome to my now weekly devlog. Wednesday is probably the day I’ll aim for here on out. I’ve discovered how to record gifs and I’m dedicated to bring you quick paint mockups to visualise some of the concepts I’m talking about. Hopefully that should make these more visually interesting. This week I…
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Tombultuous
A belated devlog Tombultuous is the game I am currently working on and one with a larger scope than my other games so far. It originally served as a challenge to create a source engine like movement system. Source movement is a system I love, and it made mundane tasks like jumping between 2 rocks…