Hi. I'm developing Prismonaut with some coworkers. You play as a little alien guy that we are calling Prismo for now, as he collects prisms in a whimsical alien world. Made with Unity.
It started as a side thing but now that I got laid off of my job it has become my main thing. Which means I'm just living on my savings and developing full time. I'm finding it hard to keep track of what has been done and what needs to be done, so I'll use this thread to keep track of it, because I don't like to-do lists. I don't know, maybe someone will find this interesting. The way we have distributed the tasks, I'm in charge of the main character controller. So I think most of my posts in the beginning will be about that.
I just spent the last week working on the drill power. When you activate it you have a small window of time in which if you touch something with the drill on Prismo's head, you start drilling into it and pushing it - and kind of hitch a ride on it. It was a real pain to conceptualize the proper way to make it. At first I thought I could just make the drilled object a child of Prismo, but then decided against it mainly because I want the movement in the game to feel as natural as possible. So I settled for a hinge joint, which seems to be working okay-ish for now.
I want to keep polishing the drill until it feels right, but hinge joints are more weird than I expected, so today I spent a good hour experimenting with them to understand them and make sure I am making a good decision using them. I also moved the global constants that are used to tweak almost everything about how Prismo controls to the resources folder. Then made an abstract class that loads them and exposes them publicly for all the project to use. I was getting tired of passing the scriptable object references to every single class that needed them, so this is neat.