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     Devlog  7 & 8

I've let my logs get a little behind, but that's okay! More progress has been made. 

I've added a shop where you can sell your ores, to clear your inventory and earn credits!  Then, buy some essentials, like fuel, health, and upgrades. 
I want to tweak the UX some more if I have time, but it's functional for now!

Upgrades are complete. Damage and Fuel Use have been implemented. 
I've started playing the full loop to figure out some of the game balance. I think I need to work on the ore spawning, and upgrade trees a bit more to steady out the game's progress. 


Devlog  9  Tragedy Strikes

Memory Access Out Of Bounds

Why? From where? I do not know. 
My custom engine is using Blazor to run it's web builds. This is a pretty new feature I have been playing with, and it seems I have some memory issues. Due to the nature of running C# on the Web, this isn't too surprising, but alas, after a few hours of poking at things, I can't quite determine the cause. 

It was at this point I decided to abandon web for this game jam, I can fix issues with my engine at a later point, but only had a couple days left to finish up this game, and there is lots I want to do and polish. 

Devlog  10  Tragedy Averted

I was a bit sad I wouldn't have web support. I like the ease of sharing games on the web, I have a feeling web games get a bit more traction for jams, and I also would love to try and squeeze in some mobile support for phones that support it. 

So I thought to myself, what does my engine actually require, and can I work around this issue?
The obvious choice for running C# on web, is Unity. So let's give that a try. 

First, what does my engine require, and can Unity run it?
- it requires a game loop to run (MonoBehaviour.Update)
- it requires some input to get keyboard input (InputManager.GetKey)
- it outputs an array of colors, which need to be converted into something we can render to the screen (I just used a Texture2D set to Point filtering, and a UI Image to render it)

So there we go, easy Unity support, which meant easy WebGL support. Things seem to be running silky smooth again. Yay!

Excited to wrap up the gameplay loop with win and lose conditions. Keep tweaking and balancing the game progression. 
Add some juice, and time permitting I have a big list of stretch goals, like audio, mobile support, and whatever else I can scope creep.