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Blog Post 2: Getting Started

It’s two weeks in and everything is going exactly according to plan… except, you know, when it’s not. And while I, myself, don’t really know what GitHub is, or what it does, the cries of anguish from my fellow colleagues as weeks worth of work is wiped implies that that’s not its intended purpose. But more on that later.

Movement

On the list of things that are going right since the last update is that the movement controls are now in place, with the potential of adding some extra flairs by our next update post.

Randomiser

As mentioned previously, the main goal of this game is to master the ship’s unique controls. To that end, all controls are now randomised - except the camera movement since we’re not completely sadistic. I’ve been told this was supposed to be an easy task, were it not for a certain Unity update that has left my colleagues thinking ‘I miss keycodes so much’.

Packages

See above aforementioned GitHub issues and infer the rest yourself. Aside from installing Yarn successfully, let’s say it’s a work in progress and leave it at that. 

Textures

Another little hiccup on this end where Blendr was used to make shaders instead of Unity, which I can only assume does not transfer over easily, if at all. We’ll have a more detailed update by the next post for this. However, Steve has made some gorgeous textures for the meantime.


Offensive & Defensive Mechanics

Now onto more of the fun stuff we’ve managed to accomplish, we’ve given our little ship some offensive and defensive mechanics in order to fend off enemies and survive challenges. In addition, what would an alien spacecraft be without a method for abduction cows and farmers, so we’ve added a little tractor beam too.


Look at it go.

And that’s about it for this update. It’s still early days, and we’ll have more to show off in the coming weeks. I’m sure nothing else could go wrong between now and then… Right?

Merry Christmas and/or Happy Holidays to you all!

- GS

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