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theinfamousben

@theinfamousben

Joined June 1st, 2026

  • 7Devlogs
  • 1Projects
  • 0Ships
  • 0Votes
I'm a dude who enjoys video games and music
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3h 17m 20s logged

Devlog 7

Changes

  • Added Modal Functionality
    • Test Modal for debug purposes
    • Alert Modal for important stuff (save on exit, etc.)
  • Made HUD better for cross-device formatting
    • Included a vertical layout group for all of the displayed currencies

Notes

It’s been a bit annoying, to say the least. First off, I wanted the Modals to be completely modular from the start, but I kept getting NullReference errors that didn’t make sense to me, so I had to make a script for each modal type and serialize the GameObjects and other stuff individually. It’s not as modular as I want, but what can ya do :p

As for the HUD, I hope it works across devices, I sometimes code on my MacBook and sometimes on my PC, and the layout always breaks. I haven’t tested it yet, so I’ll be as surprised as you are if it doesn’t work.

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48m 8s logged

Devlog 6

Changes

  • Added Generator Production cost: Each generator can now require a certain amount of every resource

Notes

This is a rather small update, but I’m still trying to get back on my feet from my hiatus. More updates coming soon though, I’ve got some more motivation

*By the way: If there’s anyone that would like to do some texture designing, I would be more than happy to accept your work! Credit is, of course, guaranteed (I’m working on a credit screen anyways ;p).

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1h 17m 31s logged

Devlog 5

Changes

  • Added code to allow for generation of different resource types

Notes

I have been on a long creative block, I can’t really seem to pick up my laptop and continue coding. It might have a bit to do with the fact that I was very busy the last week or so, so i didn’t have much energy and motivation left to program. I kind of forced myself to implement this feature which i half-assed earlier this week, it’s really simple but it’s a start at getting more motivated :)

Next week I don’t have as many exams, pressure from DLRG tests and all that stuff, so I’ll have more time to code :]

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1h 58m 18s logged

Devlog 4

Changes

  • Added functionality to pan & zoom around
  • Moved the HUD (Energy Display) into a separate canvas

Notes

this took me longer than I’d like to admit, because Unity was being a bit finicky about my GameObject and refused to run its code for some reason. I used AI for troubleshooting the problem, but used none of its code.

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1h 10m 3s logged

Devlog 3

I have continued my work on Pocket Universe, and have added following:

  • Split Node Prefabs into Generator and Upgrade Nodes
  • Added a NodeBoost Scriptable Object
  • Worked on Node Visibility Logic

One problem I have is that a lot of the code for Generator and Upgrade Nodes is identical. I would have made a Node Monobehavior script that handles both and individual sub-classes, but that is kind of messy, at least for now. We will see in about 5 Devlogs if I made the right choice :p

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1h 18m 55s logged

Devlog 2 - Added Nodes for generation

These nodes are clickable by the player in order to buy Generators, which create Energy or other resources. They are comparable to the Cell to Singularity nodes. There will be Generator and Upgrade Nodes; Generator Nodes will be able to be bought multiple times, while upgrade nodes will only be able to be bought once.

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