top of page
clouds.png
clouds.png
cat in the sky2.png

It's been quite some time since my last post, and I wanted to take a moment to explain why that is. During this period, I have been navigating through some significant real-life challenges that have required my attention and focus. While these issues have been quite demanding, I want to assure you that I have not completely stepped away from coding. In fact, I have made a strategic decision to switch the platform I am working on, which I believe will enhance my development experience. Moving forward, I will be utilizing Unity, a powerful game development engine that provides the flexibility to create both 3D and 2D games. This transition has been quite exciting for me, as I have already started to appreciate how Unity manages various aspects of game development more effectively right from the outset, at least in my personal opinion.


In addition to my development work, I have also rekindled my passion for gaming. I have been spending more time playing games again, particularly revisiting some beloved old arcade classics that hold a special place in my heart. This journey down memory lane has not only been nostalgic but has also sparked a wealth of inspiration, leading me to discover some intriguing ideas for game features that I might incorporate into my future projects. You might be curious about how I have been learning Unity amidst all this. Initially, I took a familiar approach similar to what I did with Gamemaker, which involved searching for high-quality YouTube series that could guide me through the learning process. While I did come across a few promising series that I may utilize later, I was fortunate enough to stumble upon GameDev.tv.


GameDev.tv has proven to be an invaluable resource in my learning journey. I have successfully completed one of their comprehensive 3D tutorials, which provided a solid foundation in Unity’s capabilities, and I am currently nearing the completion of the fifth tutorial in their 2D series. The quality of their presentation is exceptional, and I have found immense value in the supportive community that surrounds their platform. Engaging with fellow learners and experienced developers has enriched my understanding and has made the learning experience all the more enjoyable.


That’s all for now regarding my current endeavours. Instead of maintaining my previous routine of daily updates, I am considering a shift to a more manageable schedule, possibly opting for weekly or even every eight days updates. This change is primarily due to my work commitments, which have become more demanding lately. I look forward to sharing more about my progress in Unity and my gaming experiences in the near future.

 
  • Writer: Toby the Cat
    Toby the Cat
  • Oct 11, 2024

Time: 2145


Progress on my new engine is steady, with new features being added gradually while ensuring nothing is disrupted. I'm striving to maintain as much as possible in script format to facilitate code reuse for other entities when necessary. The strategy of keeping variables isolated is proving effective, as it minimizes the need to sift through code when adjusting values. Additionally, I'm aiming for modularity in scripts to allow for the easy integration of various components.


I've imported additional graphics from my other projects to enhance the visuals, although I will miss the simple cat design. Rest assured, it's still safe and might make a comeback!


I can switch between various characters, each with unique sprites, base stats, and abilities. Further enhancements are needed to allow for different weapons and the capability to hold multiple weapons or abilities, but this should not pose a significant problem.


I've introduced a new variation of the dash skill: teleportation. This ability enables instant movement from point A to point B, with the added advantage of passing through walls. Its current drawback is a longer recharge time compared to the dash, and I might consider implementing a charge time in the future. An idea for an advanced version includes either dropping a bomb upon departure or causing an explosion both when leaving and arriving. The modular design will be beneficial for future enhancements.


Finally in this update, the first weapon, the bomb, has been introduced. It launches from the player, bounces, and then slides to a halt before detonating after a brief countdown. The bomb is also designed to bounce off walls. Similar to the teleport, I'm quite satisfied with the outcome after extensive adjustments to the sprites and variables. The explosion's size could be increased slightly, and although it doesn't cause damage yet, that requires only minor tweaking. My primary focus now is to clean up the code so that it integrates seamlessly with the rest.





 
  • Writer: Toby the Cat
    Toby the Cat
  • Oct 2, 2024

Time: 1907


Wow, didn't realize how long it has been since I last posted an update! Although the attached video might look like a step right back to the start visually and mechanically the actual coding is far more organised and advanced than anything I've done in the past. It's designed to be modular so I can easily reuse it in other possible future projects. I have combined several methods from the various tutorials I have been through so this mow feels very much my own work. My system has the ability to aim either based in direction moving or by using the right stick for independent moving and aiming. There is a working system for the gun to change direction based on a pre built pattern as well. As for the player I have a system in place for there to be several playable characters who will have there own stats and other quirks. Posted updates are going to be pushed back to when there is something really worthwhile talking about.






 
bottom of page