Thanks for Mining That!
Devlog 6 of my Unity Game
It’s been more than a week since my last devlog. I’ve mostly been focused on fixing bugs, polishing, and some other stuff.
For those who are new, I am making a very chaotic game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. You can use tools to help you, but to craft tools, you need resources.
I now have three Hackatime projects connected to this game. Before, I had two, one tracked my Unity time, and another tracked my coding time. Now, for some reason, after I built the game for the first time to test stuff out, a new project popped up that tracks my Unity time, and my old Hackatime project no longer tracks my Unity time. Doesn’t really make much sense.
What I mainly worked on:
- Stats/End Screen
- Saving
- Sounds
- Black Hole
- Bug-fixing
- Other stuff
Stats/End Screen
I added an end screen to the game, where after you finish the game, it shows you all your stats, of the completed run, and all runs. You can click new run to create a new run, and play again.
I’m pretty sure someone had suggested this in one of my older devlogs, and it sounded like a good idea. The hardest part of all of this was the saving.
Saving
This is my first game I implemented real saving to. I have made some games before where I had a small amount of saving, but this time I really tried.
I created a whole another script called StatsManager which controls saving and the stats screen. It does not save your current game, and by that I mean if you were in the middle of playing, and leave, it does not resume where you left off. It just saves all your coins, tools, and other stats.
Sounds
I added some sound effects and also added the background music to my game. I still have to tweak some of the volumes since some sound effects are a bit too loud, but it’s good enough for now.
Black Hole
I don’t want to give away too much, but the black hole is the final tool, which you can only unlock after unlocking all other tools, and requires a lot of coins and takes a lot of resources to craft. It’s the tool before you finish the game.
Bugs
Quite a lot of bugs. I think I fixed most of them, but there are probably a few I didn’t notice.
Other Stuff
I finished making all the tool icons and their sprites in Aseprite. I added them to the game, but for some reason, they look much worse in the game than in Aseprite. Not blurry or anything like that, it just doesn’t feel right. But I don’t want to redo anything, so I just changed some stuff in the sprites and kept them how they were.
I also finally added the radiation zone sprite, and the barrier now deals damage and pushes the player away.
What I have to add
Below are a list of things I have to add to the game
ㅤ
- UI Polish (Sounds and animations)
- Tools polish (Effects, sounds)
- General Effects
- Overall Polish
So that’s it for this devlog.
Any feedback appreciated.
The screenshot below shows all my tool icons and sprites I made.
Thanks!
Comments 3
I think this is really sick your game is coming together really well I love the sprites a lot and is the black hole kinda the idea I suggested in a previous devlog? Also you should add progress saving because if the game crashes or the person leaves and comes back the player might get really upset that their progress wasn’t saved. Also I would love to see what the start and end screens currently look like, and if they don’t already I think it would be really cool if they had like moving space backgrounds like just moving little stars across the screen or something idk. But your game looks super dope currently keep it up love the hard work:)
@Andre Thank you for the feedback and suggestions. There is technically progress saving, since all your items save. How the game works is every time you die, which is often, you go back to the main menu and buy new tools and stuff. So the game does save all the tools and coins and stats, it just doesn’t save your progress on any game, since that would take a lot of work with saving enemy positions, abilities positions, and all of that. Since games are really short, it doesn’t really make much of a difference.
I am planning on making the end screen look good, like with stars and stuff, but it may not be moving, and may just be a still picture. I haven’t planned anything for the start screen yet.
Thanks!
Cool
Sign in to join the conversation.