Devlog #4 – Big Progress on Cosmo Sling
I completely forgot to write two day’s devlog while working 😅. I spent around 3–4 hours developing the game, so here’s a recap of everything I got done.
Project Update
Development on Cosmo Sling has been progressing really well. The core gameplay loop is now in place and the project feels much more like a real game than just a prototype.
Gameplay
Finished the one-shot launch mechanic.
Improved the aiming system with a visual aim line.
Added gravity that pulls the spaceship toward nearby planets.
Implemented procedural generation of gravity planets based on the selected difficulty.
Added random planet sizes and gravity strengths.
Added minimum spacing between generated planets to reduce overlap.
Game Systems
Added a proper Game Manager and Level Manager.
Added win and lose conditions.
Implemented a hull (health) system.
Added boundary collisions with hull damage.
Added restart functionality and pause menu.
UI
Created the HUD to display hull information.
Added Win and Game Over panels.
Added buttons for restarting and returning to the main menu.
Visual Polish
Added planet spawn animations.
Added a launch animation for the spaceship.
Added a pulsing effect to the destination planet.
Added an explosion effect when the ship is destroyed.
Challenges
There were a few bugs along the way, mostly related to script references, gravity generation, and scene setup. After tracking them down and fixing them, the project is much more stable and easier to build on.
Next Steps
The next goal is to improve the game’s presentation by adding camera effects, audio, particle effects, and a more polished background. After that, I’ll focus on balancing gameplay and polishing the overall experience before release.
Overall, today’s session was very productive, and Cosmo Sling is steadily becoming a complete and polished game.