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sutrasam

@sutrasam

Joined June 11th, 2026

  • 3Devlogs
  • 1Projects
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1h 42m 35s logged

Devlog #3 (ish): Jumping shouldn’t be this hard… (+ planning)

Jumping…

  • Fixed the player’s jump sometimes not working
    • Lesson learned: check documentation. Unity’s IsGrounded PlayerController state for some reason requires constant downward force on the player.
    • Used a raycast instead. I also accidentally made the ground check ray 100,000,000 units long…oops. (documentation!)
  • Added a jump buffer
  • Fixed gravity applying, always.
    • Related to more of me not reading documentation.

Planning

  • What a mess! After around 2 hours of talking, we landed on this simple diagram which has different wave objective locations for your client (green), different locations/interactables (blue/purple), and general geometry
  • Tried to give the player as many different decisions and methods of dealing with enemies as possible
    • (many angles, 2nd floor for dropping items, multiple ways to go to 2nd floor with unique tradeoffs, etc.)
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1h 51m 10s logged

Devlog #2 (ish): Proper Props 2, Munitions!!

  • Added a simple shotgun prop that deals damage in a “cone” based on distance and angle. This should be a high-priority tool for the player.
    • Visualized below is the very accurate hitbox of the shotgun, which I had to do since I got impatient trying to download external packages for doing a conecast.
    • Don’t worry, it does verify that items are hit within angle limits. Luckily, I ended up learning a bit more about Unity’s collision systems (though it still looks a bit inefficient…)
  • A camera prop (also activatable) was also added, stunning enemies in front of it. Say cheese!

Fixes/Tweaks:

  • Hopefully unique props should save their state to our timeloop manager object
  • Fixed an error happening when the player tries to grab a non-wireable prop while holding a wire
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5h 26m 27s logged

Devlog #1 (ish): Proper Props + Game Introduction (oops…?)

To summarize everything before this Devlog:

  • Game about timeloops
  • Learn where enemies are and how to best use your resources
  • Setup traps to deal with the enemies and keep your client safe!

Props

I spent too much time learning the basics of Unity here :(

I decided it was probably a good time to begin work on the main part of this game, the props. In this devlog, I added:

  • An anvil (simple prop that you can’t really push/kick around, deals high damage on impact with an enemy)
  • Dynamite (blows up when shot or burnt, flinging props and enemies alike; high potential for combos?)
  • A ceiling lamp that detaches from its cable
  • Tripwire (activates a connected prop when touching another prop/enemy/your own client)

I added a simple wiring system, where some props have output or input sockets. The player can click on these sockets to connect different props together. For now, the only output prop is the tripwire, which can explode the dynamite without wasting a precious bullet/lighter (which will be added later!).

Grabbing

Grabbing used to just lock the prop to the center of your screen, but now it drags behind you! The prop eases into its goal position using some simple de-acceleration code, and uses Rigidbody physics now so you can toss it.

Bugs

  • Fixed gravity applying even when grounded (how did that get through?)
  • Fixed jumping sometimes not working due to velocity shenanigans

Adjustments

  • Fixed prop scales (it looked really weird [why was the lamp twice the size of a human?] )
  • Adjusted prop stats (box maxVelocity when grabbed)
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