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.
Smol Adventure
A smol adventure, with big heart!
Status | In development |
Author | ________ |
Genre | Adventure, Puzzle, Role Playing |
Tags | 3D, Cats, Fantasy, Singleplayer, smol, Story Rich, Third Person |
Languages | Arabic, German, English, Spanish; Latin America, French, Hindi, Italian, Japanese, Korean, Portuguese (Portugal), Russian, Chinese (Simplified) |
Accessibility | Subtitles |
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- captainslog#1Sep 02, 2022
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