Posted May 05, 2025 by Ee3eEe
By Cailean Treloyn, Ross Vandenberg, Winston Stuart and Aymen Abdalla
Welcome to the first devlog, already messed up from the Easter break! Throwing everything into disarray. Every week, the Burning Exploding Trainwreck will show off what we have done this week and talk about it. (Week being a loose term)!
-Cailean
This, (and following devlogs) is about STILTS a rage game we are putting together, placing the player on a pair of stilts and then making them walk their way through all sorts of scenarios you should NOT have stilts on.
- Cailean
Before we could create the project and develop, we needed to decide on a method of sharing and keeping up to date with the project when all of us were making changes. We need to decide between using GIT or Unity Version Control. Both have their advantages, like GIT being free or Unity being geared for.... unity. (what we are developing the game in). We settled on Unity cause it will probably save us some headaches later. Although it wasn't so easy to implement.
- Ross
The most difficult part of using version control is signing up and paying for version control. It honestly felt like Unity didn't want to take our money as far as version control was considered. However, once we were finally able to work out a payment method (thank you Ian for guiding us through the process of working out how to set up a payment method), Unity version control has been fairly wonderful in terms of ease of use.
- Ross
We have started crafting the base level of our game as well as incorporate various obstacles and movement mechanics for the player to overcome. Currently, we have been able to introduce;
-Cailean
Or more traditional wooden stilts.
Winston -
Now, it goes without saying that the most important part of a game called STILTS is, well, the stilts themselves. And so, immediately after assembling a quick placeholder for our character model, we set to work with bringing STILTS to life.
The first aspect of our implementation is Unity's Input System Package. This replaces the legacy Input Manager, which relied on manually assigning and using key binds directly via the Input API; instead allowing us to assign all the axes and key inputs in a single place, which can then be easily referenced in our scripts.
Next, was a matter of writing the code that will allow us to directly control the player character's in-game movement. For the purpose of testing this, we've created a new scene that allows us to test the controls and ensure they fully work before implementing it into the main scene.
At the current time, the code is fairly basic, but allows for the player to raise and lower both stilts, independently move the stilts, and change the rotation of the player character in order to balance. However, at the current moment, the effectiveness of the movement is... not great.