Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

And, it's gone!

Just like that, I've lost all momentum. I took the day Saturday to relax and hang out with a friend and didn't really feel like doing anything on the game. Then came Sunday, when I stream for most of the day. After that was over, there was no motivation. Then, it's Monday, back to the grind at work. I actually worked too, but instead of using my downtime to work on the game, I had Oxygen Not Included running and taking my attention. After work, well I made fudge. So you see, all very legitimate reasons. Completely killed all my momentum.

I sit here, having done the same thing as yesterday, but I'm making a choice to at least do some work. I'm holding myself accountable. As I type this, I've got Unity open, just waiting for me. But what do I work on? Let's see, the ideas I've put together so far. . . 

  • A shield, takes damage, recharges slowly after a cooldown or something.
  • A tractor beam, to grab individual items in the world and pull them to the player.
  • A rocket launcher that shoots guided missiles at enemies.
  • A real enemy, something more than the space junk.
  • A proper space junk spawner, something that will make them in the right place and send them on their way.
  • Sounds, everywhere.
  • So much more!

So, with that in mind, I will take a small step back in. See, it's nearing bedtime, and I need to shut my brain down, not crank it up. I'll work on the idea of player ship health. So, let's track that using a whole new object, right? Why attach it to the ship itself? No need! Alright, a health manager. It's got a script, but probably needs a few variables. Since we're talking about a ship, we will go with Hull, we need to know the current hull value as well as the maximum hull value. Might as well go with floats, for precision, right? We'll have percentages and stuff at some point, things'll get nuts. You'll see!

Gonna need a state machine. I'll probably need a lot more. For now though, I figure I'll have a "start" state, which figures out the state it should move to. Then a "space" state, for when we're in the space scene. Which, for now, is all we got! Alright, that's great. I setup a cool little "automated" transition thing for the health manager. It triggers a custom event on itself that's the same name as the scene, so each scene will this thing is in will need it's own state. Hopefully I remember that later, when I reuse the asset.

I also fixed and issue with my sounds. Turns out, a fancy mixer and volume sliders don't do much if your audio source isn't set to use that mixer! Oops, simple mistake. I actually think I had a good mixer in there, but removed and re-created mixers at some point when I was working on it, and never put the right mixer back in the audio source.  I must say, it feels good to have background music in a game you're developing.

And a UI issue! Look at me doing so much after feeling a lack of motivation! The UI issue was easy, I accidentally left a piece of the UI pinned to the middle, yuck! The viewport difference between my laptop and my desktop caused it to be put in a bad spot, so I pinned it to a corner and moved it back to where it belongs.

Support this post

Did you like this post? Tell us

Leave a comment

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