Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Todd Brooks-Marling || Semester Two || Dev Log Three || Production Two

Overview:

The last week of production had been rather fruitful for me. Throughout working on this project the repair mini-game has been a great struggle for me, but after going through many iterations I finally developed a system I'm content with putting into our game, and that's modular enough to easily edit the components of. Along with that I also implemented a lot of assets my team has been working on, both into the main game and minigame.

Old Minigame Iteration:

This image is the early first iteration I did of the minigame. Unfortunately the way I did this one ended up being extremely buggy, and had lots of issues with not being able to grab items, and the game not registering variables properly. Because the code in it wasn't the best I decided to start over from scratch for most of this, and opted to make the mini-game entirely through Unity's UI system.

New Minigame Iteration:

The new minigame above has assets created by my team to show the parts, and is entirely set up on the Unity UI system, this way I won't need to worry about clashing layers and glitchy mouse functions. Although more still needs to be added, the system is modular enough that it won't be difficult for me to implement changes. The player simply needs to put broken parts in the trash, and replace them with new parts from their toolbox. As far as we've found through playtesting there are currently no bugs with the system. The minigame has two iterations, one when fuel runs out, and one when the robot gets too stressed. If the fuel runs out the player only has to worry about changing the battery, but if the robot gets too stressed, the player has to replace the battery AND any parts that were broken.

Placing Assets:

The last thing I did was place the assets implemented by my team. For sound, I added an audio mixer and added both the soundtrack and conveyor belt noises. For the actual scene I set up the sprite sheet tiles (with lengthy trial and error), properly placed the conveyor belts to the right size and scale, put the box spawners at the right size and scale, cleaned up the boxes, and placed the truck beds in the right positions. I also needed to rework the scene and scaling a bit to properly incorporate the assets.

Conclusion:

In the end I found this to be a very productive week even though it ruined my sleep schedule. I believe I got a lot done, and that the game is in a very good place now. I am a bit concerned with how quick the end of the semester is approaching, but I'm very happy with how our game is coming together.

Support this post

Did you like this post? Tell us

Leave a comment

Log in with your itch.io account to leave a comment.