Blog 719: Wasted Week

I took a week off work to (surprise!) work on my game. Things did not go entirely to plan, as some time during some “routine” fiddling on Sunday or Monday it started crashing. Not crashing as in throwing exceptions from my own code, I mean crashing as in the entire Unity editor bombing out.

I unwound all the potential causes and dug around the internet for answers but basically came up with nothing. It’s something to do with turning colliders on and off and this getting PhysX into a tizzy underneath it all, but I’ve been turning colliders on and off for years (literally years) without a single complaint, let alone an engine-melting complaint.

I found a bug report to Unity which seems to cover it, but that fix won’t be released until June in the next major version. And what if this doesn’t fix my issue, and only affects one with a similar error message? Erk.

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Blog 718: Fun With Fog o’ War (and More)

So many features, so little time. I said I would build 34 features into my game in three weeks over the festive break; it is now three months later.

But what features! I might have had to unwind a couple of stinkers along the way, but I’m fairly sure the epic combination of fog o’ war and a minimap more than make up for it.

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Blog 717: Urban Chaos

I am a little bit sad that I missed the late 90s computer game era; things seemed to be more aligned to my tastes back then. Oh well, we’ve got ports on gog.com to make up for it — better late than never, right?

Today’s interesting morsel from the dark ages is Urban Chaos, a crime-fighting action adventure. (Well, not that dark, 1999 wasn’t that long ago.)

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