Wednesday, January 31, 2018

Pre-gameplay development(pt. 2) [Day 34]

Day 34, I thought my cold was going away until late last night I began to just have different symptoms of a sore throat and headache.

*Fixed "Esc" not working in Dev menu
*Fixed being able to open pause menu when in Dev menu

I'll hopefully feel better tomorrow and make some more progress but at least I got something done today.

I still have to add a character creator, fix the load names not updating, and add a ton of content for some gameplay to take place. I'm planning on having a finished product within six to eighteen months and I honestly think I might make significant progress before the six month period.

Tuesday, January 30, 2018

Pre-gameplay development [Day 33]

Day 33, finished my planned saving/loading v2.0 and began preparing for prioritized gameplay production.

+Added overwrite message for saving
~Updated Game hierarchy
*Fixed small saving issue

I'll really need to get the beginning of gameplay mechanics which I will be working on tomorrow.

I'll still need to fix minor bugs with the saving system where it doesn't update until the game restart.

Monday, January 29, 2018

Sick-ish day(pt.7) [Day 32]

Day 32, I'm about over my cold, still pretty much only progressing with programming and UI.

+Added load slot names
*Fixed main menu loading
*Fixed loading inexistent file

I'm just trying to polish up the saving/loading system a bit and hopefully start working on gameplay mechanics as soon as possible. I'm mostly battling myself to make daily progress from being tired so I'll just hop on the project click play and see what I need to work on.

I haven't worked on any art assets for a while for all the scripting recently required but for that, I'll need to add detail to the environment, create a large quantity of character art, and create some more GUI icons.

For polish, I'll need to learn some more basics of programming, Unity's shader programming, and particle system.

I'm planning on streaming my gamedev experience via twitchTV in the near future.

I'm also planning on buying an audio pack on Unity's asset store.

Sunday, January 28, 2018

Sick-ish day(pt. 6) [Day 31]

Day 31, I'm about done with my cold, made great progress on UI elements and updates to the Save/Load system.

+Added multi-slot saves / load
+Added Error/player messages
~Updated pause menu UI
~Updated Character Creator menu

I still need to implement the saving/loading system to work with the main menu along with changing the text of saves/loads and finally add an overwrite message.

I really need to get some gameplay mechanics involved with a progression system so that people can test QA and experience the design for themselves to then leave feedback.

I also want to get into graphics programming and dive into Unity's shader system. It'll take a lot of focus but I'm thinking of prioritizing gameplay quantity to later polish. I feel that I'm making great progress for my first month persisting in Unity game development.

Saturday, January 27, 2018

Sick-ish day(pt. 5) [Day 30]

Day 30, still sick but I think I'm starting to get over it. I was able to figure out how to save content from the player typed input.

+Added Name / Company name
~Updated HUD
*Fixed persistence issue

I believe I'm reaching a point to where I'm going to be able to jog some more progress as I'm beginning to get over this cold along with some humps in knowledge.

I have plenty to get done.

Friday, January 26, 2018

Sick-ish day(pt. 4) [Day 29]

Day 29, starting to get things pieced together, still dealing with this annoying cold though.

+Added Character Creator menu integration
*Fixed duplicating stats gameobjects

I'll need to learn some more about gameobject dynamic loading and resource management.

Once I have the character creator partially integrated I'll have the assets needed to create character animation. I should also get some more UI animation in with perhaps some of the particle system.

Today was a bit bothersome IRL, car alternator quit working and it shut off right as I was able to park. 

Thursday, January 25, 2018

Sick-ish day(pt. 3) [Day 28]

Day 28, pushing for the most persistence, little by little comes a great way.

+Added Character Name input
+Added Company Name input
+Added Money amount simplification (Ex: K, M)
~Updated Character Creator Menu
*Fixed Event System in Character Creator Menu

This project is a marathon and I'm used to doing the sprints from years ago, however, in the past 1.5 years, I've heavily development my marathon persistence with other tasks such as learning Vietnamese and exercising. While I've progressed with this training, I still have my jogs and walks, right now I'm walking with progress but I'm beginning to feel the energy to jog in development.

I need to get save/load 2.0 up and working which means having to save/load slots. I'm thinking about either creating a new script using playerprefs for player info of saves or by another similar script.

I'll need to create additional assets for the character creator

I still need to create a bed and energy system, which I'll need to learn about using progress bars.

Wednesday, January 24, 2018

Sick-ish day(pt. 2) [Day 27]

Day 27, just trying to keep up with creating daily progress, not a day off

+Added first set of character options
~Upated Character creator menu
*Fixed pausing while in dev menu

I'll need to get a workflow going for character part creation so everything will fit with everything.

Nothing is planned for besides an idea of gameplay, so therefore a majority of development is mostly a series of experiments. I still have plans on experimenting with some graphics programming and the particle system. 

Tuesday, January 23, 2018

Sick-ish day [Day 26]

Day 26, been sick today, just thinking about going to sleep, but I got to show some kind of progress every day.

+Added game mechanic menu
+_Added Character Creator UI
~Updated PressF computer script

With my current health, I'm planning on just getting some concept fillers finished before trying to work on ambitious graphics programming for the project. In other terms, less thinking, more making.

I still haven't finished the Saving/Loading v2.0 to allow for save slots.

For the character creator, I'll have to learn to save/load character parts along with making a bunch in Adobe Illustrator.

Monday, January 22, 2018

UI Learning (pt. 2) [Day 25]

Day 25, continuing to plan UI design and graphics.

+Added Main Menu elements
~Updated Play submenu
~Updated main menu

More updates coming to the Main Menu today with some more placeholder assets, and a new play submenu design.

With the current design of the menu system which I've been taking inspiration from titles such as Dota 2, Rainbow Six Siege, Game Dev Tycoon, and others, I want to make shader effects within the Unity Engine, similar to those found in rasterized editors such as Photoshop.

I'm planning on looking into post-processing, graphics programming, and Unity shader creation.

There still is no updates on gameplay, but I hope to make something soon, the game is just so reliant on UI elements for a very large amount of gameplay that I feel I need to polish current UI Quality before addressing the quantity required.

Sunday, January 21, 2018

UI Learning [Day 24]

Day 24, not much in terms of progress, but a bit in terms towards future progress.

+Added Animation for settings button.
~Updated Main Menu canvas image.
~Updated UI buttons

Today I spent a couple hours browsing other UI designs which I have for the past few days, but, with watching videos of others tips, ideas, and procedures.

With Adobe Illustrator, I made drastic changes to the main menu SVG image, along with experimenting with previously unknown brushes. I ran into some issues where I had exceeded the vector limit for a singular image. Which gave me this.

I had made some other adjustments such as with text and scaling. But I'm very slowly piecing together a seed of design. I'm also starting to figure I need to build the art much more modular instead of as static as I have been.

This project is heavily reliant on UI and I need to find the sweet spot of simplicity and art. It's going to take a lot of persistence in experimenting and progressing.

I'm thinking of digging into Unity3D graphics pipeline to not rely so heavily on Illustrator and to keep this retina display proof art design(Not using bitmaps/rasterized imaging). Vectors in this sense can be quite limiting but I'm thinking that maybe if I learn of some effects within the image I can exceed these limiting factors.

Saturday, January 20, 2018

UI Dev(pt. 2) [Day 23]

Day 23, little progress, but a learning experience.

+Added animation to COG
+Added Animation to increased money
~Updated number to $money
~Updated Main Menu icon to be smaller

The animation for increased money was a bit challenging, it took me a couple hours to figure out how to play the animation and then reset back to the idle state. There still is an issue where if you press F fast enough it won't replay the animation.

I really need to improve the art of this project. Everything is just an ok placeholder for development, but being day 23 it seems quite lacking.

First dev stream broadcast was today, no mic, and mostly me being irritated with the money animation.

Friday, January 19, 2018

Menu Designing [Day 22]

Day 22, with some progress made to the Main Menu it's really starting to look a lot nicer.

+Added Menu Graphic
+Added External links
~Updated power button animation
*Fixed Resolution Scaling [Still Ratio scaling issues]

This SVG image is assigned to the Panel.
The three external links will open your default browser to their scripted links.

All designs are placeholder and never the finished look. I'm just learning and practicing, improvements made by the day.

Future Plan:
•Add dialog text when hovering over buttons
•Improve upon the present UI graphics
•Add more animations and SVG graphics.
•Make a character creator
•Update Game with UI for "money" and "stats"

Thursday, January 18, 2018

UI Dev [Day 21]

Day 21, got the first UI animations working. First time using the Animator tool, a tool which allows multiple animations to play under certain conditions.

+Added Power Button Animation
+Add version number UI
+Added new fonts
~Update UI fonts

With the game being a tycoon design, my plans are to make a focus on UI elements and design.

I still need to finish the v2.0 saving/loading system

I need to create more vectorized art specifically for UI elements

I need to get a working prototype of the character creator system.

Once the character creator is made, I can use the parts to design animations.

Wednesday, January 17, 2018

Coding Challenge [Day 20]

Day 20, today was just a simple yet frustratingly simple improvement, but a development in my practice of the C# programming language and Unity3D scripting library.

*Fixed Load option in Main Menu

Now to finish the games saving and loading system I'll need to develop an always load players loading slots, then allow the user GUI to decide their saves and overwrites.

I still need to add some gameplay mechanics so that this isn't just a tech demo

I have plans on developing another scene for the character creator, which I'll need to create separate assets for, such as arms, heads, hairs, facial hairs, clothing, ect..

I need to create some more art assets to fill the game

I need to create a new world RNG system

and much much more..... I can't wait :)

Tuesday, January 16, 2018

Big Progress [Day 19]

Day 19, today I created large strides forward

+Added Save Menu
+Added Load Menu
+Added Exit Menu
+Added Player direction change
+Added Player backside Mesh
~Upgraded Pause Menu interface
~Upgraded Main Menu design
*Fixed Saving and Loading Issues

Quite a bit of progress in programming was made today, with a simple backside placeholder.


  • Add a character creator scene
  • Add Gameplay functionality
  • Add Player statics system
  • Add a Settings Menu
  • Improve game aesthetics
  • Fix Main Menu load functionality
  • Fix Save/load slot system to be functional
  • Much much more.....

Monday, January 15, 2018

UI development [Day 18]

Day 18, working on some UI to test saving/loading features.

+Added UI images
+Added new fonts
~Updated Main Menu interface

Future plans for the main menu are to add more art assets such as a background image.
The cog shows the idea of adding a settings menu
The profile button is where I plan to show visual representation of achievements and stats

Sunday, January 14, 2018

Scripting Difficulties [Day 17]

Day 17, small but very difficult programming progress made.

+Added visual Experience
~Updated Save/Load system

After the past two days, I was finally able to get a script that modifies TextMesh Pro text, it took some assistance from the Unity Discord community.

I'm currently working on having a working save/load system, but now that I have scripted text UI, I can now test when it works or doesn't work.
I also need to add a new animation for [Press F] for when it is pressed.
I need to add more elements to the Main/Pause menu.

Saturday, January 13, 2018

Unity Scripting [Day 16]

Day 16, I've been learning and working mostly with Unity C# scripting.

+Added Stats experience
+Added Games saves/loads
+Added Textfont Bree Serifs
~Improved Room, fixed window rendering issue
~Improved Main / Pause menu with a new font.

User Interface and saves/load testing are still under development. Right now I'm needing to figure out how to script changes to text mesh pro.

Friday, January 12, 2018

Improving Isometric [Day 15]

Day 15, Improving and adding new assets

+Added [Press F] Icon
+Added [Press F] Animation
~Improved [Pause Menu] with common art theme
~Improved [Table hitboxes]
~Improved [Room] with more art definition
~Improved [Table] with optimizations & proportion changes

Thursday, January 11, 2018

Unity 2D Development [Day 14]

Day 14, Slow but productive day

+Added exported build
+Added exe icon
+Added interactivity script

Building brought a bunch of errors which prevented it from exporting anything, I was able to finally fix this by selecting all Assets and "reimport"ing them.

Wednesday, January 10, 2018

Isometric Growth [Day 13]

Wednesday, day 13, has made some more progress.

~Upgraded Monitor to computer asset
*Fixed child pairing not changing layer order with parent.
*Tweaked hitboxes for table

Upgrade to the computer asset, adding keyboard and mouse art.
A script for creating interactivity is currently under design.
Character directional changes are soon to be made.
Placeholder room asset has modification underway.
Character order grouping for character designs underway.

Tuesday, January 9, 2018

Isometric Fixing [Day 12]

Day 12

*Tweaked monitor proportions
~Updated trigger hitbox for table

This means the hitbox no long has the previous tapping issue as its no longer an edge collider, but now a polygon collider, so you'll only render behind the table when behind the table or inside this collider.

The top image is the before and the bottom is the after.

Monday, January 8, 2018

Isometric Practice [Day 11]

Now upon day 11, today was only working on creating and updating art assets. Assets are imported using SVG importer, which converts Vector Graphics into Meshes used by Unity.

~Updated table asset

  • Cleaned up vectors
  • Fixed color(shading) mistake

+Added Computer monitor asset
More art assets are required to be used for gameplay scripting.
Current scripting issue is with trigger clipping.

Sunday, January 7, 2018

Isometric development [Day 10]

I finally was able to figure out how to script events for trigger colliders and also create scripted changes to object sorting layers.
+ Added SortingIso script

The layer change system isn't perfect as you can tap the trigger collider with a character collider and move away.
I'm thinking about figuring out a way to use polygon colliders to only effect when there is an overlap of colliders

Saturday, January 6, 2018

Isometric difficulties (pt. 2) [Day 9]

Still having tremendous difficulty scripting an event with sorting layers/order.
There are a few video I've been watching that speak of the 2.5D design associated with isometric / orthographic designs.

Video from Unity / Unity and TehRackoon
This just has me experimenting with C# scripts

*Issue with the first Unity video is outdated scripts
*Issue with the second Unity video only partially works with the isometric view.
*Issue with the TehRachoon video is a lot of extra rules I'm not looking for.

Friday, January 5, 2018

Isometric Difficulties [Day 8]

Eighth day in the current Unity project development.

+Added Table Asset
_WiP Sorting Order Script

Thursday, January 4, 2018

Art difficulties dev [Day 7]

Another slow dev in development, still having issues when it comes to asset creation due to the current issue of alignment.
This is a video sharing my current issue.
However, in terms of getting this fixed Adobe Customer Care has been reaching out to me via Twitter.

Wednesday, January 3, 2018

Slow dev day [Day 6]

Today has been slow with few changes but a refocus on art.
~Minor changes to MainMenu
_WiP art assets.

The current issue with art created in Illustrator is the new 2018 update. It's become very difficult to align shapes accurately as it no longer appears to notice other objects to a certain extent.

Tuesday, January 2, 2018

Gamedev in 2018 (pt.2) [Day 5]

Now January 2nd, first time using Unity in a very long time.

+ Added Main Menu Scene
+ Added Main Menu Functionality
+ Added Pause Menu
+ Added Pause Menu functionality
~ Updated game build settings for menu & game scenes
Game Pauses upon pressing Escape.

Monday, January 1, 2018

Gamedev in 2018 [Day 4]

Fixed fix for the 2018 year. The rotation no longer occurs and was a very simple fix.

Fixed the gliding problem with more physics tweaking.