Saturday, August 18, 2012

Mini Update 1.5

Imma back from camp!

This means I'm back at it.  I'll have an update in about a week.  See you then!

Thursday, August 9, 2012

Mini Update 1.4

What a week for updates!

Except this will actually be a mini update.  Only two things to say!

One:  I utterly annihilated the collision problem.  Just decimated it.  Like, blew it to oblivion and back twice.  There aren't even any atoms left of the thing.

Two:  The next thing I'll be working on is a scoring system.  Yay!  Points!

Oh, I lied.  Here's a third thing:  I won't post a real update for two weeks, since, as I said earlier, running camp is going down like an a-bomb, but . . . at least I'm notif-ing you!

Wednesday, August 8, 2012

Mini Update 1.3

Just thought I'd pop in and say this:

FREAKING-YES-I-FINALLY-GOT-THE-LIVES-SYSTEM-TO-WORK-OH-MY-GOODNESS-I'M-SO-RELIEVED-THAT-THING-WAS-TAKING-ALL-OF-MY-TIME-AND-I-COULDN'T-FOCUS-ON-ANYTHING-ELSE-BECAUSE-IT-WAS-SO-ANNOYING-BUT-FINALLY-DEAR-GOD-YES-IT'S-DONE!

Ahem.

So, yes, I have completed the lives system. No GIF or anything, but I'll be able to post something this weekend, I'll betcha.

Right now, there's one problem that's bringing development to a screeching halt: The collisions are all messed up with the player object. He either just completely slides through the wall objects, or they resist him a little bit, but it's completely hit or miss. Random. I don't get why . . . I'm using Unity's FixedUpdate function, which is specifically for physics . . . I feel like the solution to this problem will be a long and difficult one.

Tuesday, August 7, 2012

Somewhat Technical Hindrances

Two days late is better than never, right?

So, this week I . . . well, I broke the game.  :)

Not really, but it doesn't play right now.  You see, I'm in kind of the middle of the game's metamorphosis - you know, that point in your first game where, at first the game worked as planned, but since you had no idea what you were doing, everything was wrong, and it only was being kept from falling apart by a single thread, but now that you're adding more complex systems to it, all of the poorly made duct-tape-and-spit stuff bursts apart into a kablooey of gooey ewey.

So, that's where I'm at right now - wallowing waist-deep in a pool of swirling gooey ewey.  Don't worry, nothing's permanently broken - just temporarily out of service.  When the game comes out of its metamorphosis, it should be a nice solid platform that I can continuously build upon for all time!

Not only that, but I'm (finally) upgrading to Unity 3.5.4, after weeks of ignoring the popup.  It has some new features, I guess, and is generally shiny.

So that's what's up with me.  On my plate I have:

  • Finishing the lives system (GUI and all)
  • Working out the creases so the thing works as an EXE
  • Making a start menu and an in-game menu with fully functional properties
  • Making about twenty levels
  • Moar stuff
  • Putting it on the internet
More or less in that order is what I'll be working on.

Adios!

Friday, July 27, 2012

XWolfHunter Is Not Dead.

This is true.  I yet live.
The reason I haven't made an update in - oh, what is it, two weeks?  One week?  A year?  Who knows?  Anyway, the reason is because I haven't really made much progress, due to a number of factors, one of which is definitely procrastination.  Sorry.

So, in the end, I did a great amount of good since last update, but also some bad as well.

I'll go with the good first, "best for last" be damned.