captainslog#10


234 days without a devlog… yikes. :/

In my last update I wrote:

One day I will recreate the localization. Unfortunely I’m sure it won’t be as good but ¯_(ツ)_/¯

and I did that shortly after.

It’s not as good and I left it in a somewhat broken state lol There’s one or two key concepts still to figure out (the code design of smart strings and save structure) but on a whole the system works, so with proof of that, I stepped away.

I added/altered some mechanics/protyped mechanics.

since each mechanic/system was interacting with the ui in a unique and messy way, I made a system to manage systems :| it’s weird ik but it turned out to be really helpful.


So things I’ve done since last update:


  • created my own localization system. (crying)

  • a Treasure thingy.

  • changed how crafting works by adding a Analyzer thingy.

  • protyped mechanics that may never be anything.

  • improved the archery mechanic in a few different ways including adding low quality trajectory prediction.

  • broke e v e r y t h i n g by trying to refactoring the codebase but got overwhelmed and reverted to backup.

  • added subsystem UI system. (gotta find a better name for that :/)

  • broke e v e r y t h i n g again by trying refactoring the codebase, but this time succeeded.

  • decided to take a break to work on a side project prototype by using said codebase.

in order to use good code universally between projects and keep both copies up-to-date, I need to make custom packages so…

  • broke e v e r y t h i n g again by refactoring the codebase into packages.

Since switching to a package breaks any references in a scene using that script + any set values in the inspector… and since when I started out I heavily relied on the inspector (cries), there’s a lot of data being lost by this switch SO…

failing to find a decent alternative online, I’m currently working on a custom program/plugin to automatically fix broken references in unity. after that, I still plan to have a stab at “side-project prototype”, so it might be a while before I go back to Smol Adventure…


…but so much of the game makes me proud and excited and I don’t think I could ever abandon it, I will be back working on it and eventually it will be finished!

So if you’re one of the 5 or so ppl who care about it, fear not. :]


P.S:

I left out so many little updates that I forgot about but definitely took a lot of time and effort like making some icons, learning/writing shaders, experimenting with assets and textures, making some new models and setting up prefabs.

I’m sorry for the lack of visuals and accurate logs to reference all the progress!!!

I did my best to hunt any screenshots I took and threw em together into a rough concept of the over-all vibe/artstyle to show a small piece of the vision I have for Smol Adventure and as a testiment to 234 days without a devlog… image is smol on purpose.

I hope you like it.

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