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.
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.
Three years have passed so quickly and yet so slowly, since I threw that first prototype together from random bits of script off the internet. I had destructible crates in that first prototype, but they just never quite felt necessary when I started the real project in earnest… until now.
Yes, I have finally added crates. Loot-containing, on-death-disintegrating crates. It didn’t take three whole years to implement crates, just that long to get around to it. Honest!
Every so often in your life you realise you’ve gone down a massive dead end, and you have to go back to go forwards. This is the point I’ve now reached with my existing level generator; to add the decorative features and traps and sensible enemy placement I need, the current approach just ain’t going to cut it.
So enjoy this video, because it’ll probably be the last visual demonstration for a few weeks.
I can’t actually use a “meat’s back on the menu, boys” pun because I’ve never actually done anything with menus before now. My UI has, up until the last couple of weeks, been limited to the main character control heads-up display, which is operated entirely by keyboard and mouse. So, meat’s not back on the menu, but there is now a menu for it to return to in future.
Too tenuous? Bah, you’re no fun. Either way, gamedev is always on the menu at Chez Robbie, and he’s been hard at work doing things that weren’t specifically mentioned on his feature list to support things that were. (No change there, then.)
As Sunday drew to a close I had completed 18 of my 34 festive features. Which is simultaneously encouraging and demoralising; I knew 34 was a stretch, but I managed to batter through just over half of them anyway. Well, maybe I smudged a few, but I compensated by overstepping the bounds on others.
Needless to say, the end of the festive break does not mean the end of the line. There is still work to be done!
So many features, so little time. Maybe, yes, 34 features of varying size and complexity was a bit of a stretch for a three-week break, especially one peppered with familypocalypses. My current tally appears to be a paltry 14, but I’m still not giving up.
I said 34 features. I said 3 weeks. I said 1 game.
With one week now gone, am I on target for making something real? Let’s have a look…