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Recent submissions (778 total)

Onboarded a unreal developer into how to use the unity engine, and the unity imgui and ui toolkit.
A day of some rest with about 24 hrs left until it begins.

Game development does take some differnt forms from time to time.

I also configured wwise and the plugin, removed webgl entirely as we will sacrifice a bit of "marketingish" reach in order to just accomodate composer.

I believe this is a fair trade.
Imported all plugins that they can use with their appropiate licensing.

  • made the game over text prettier !
    (font is Lato by Łukasz Dziedzic)
  • made the keyboard movement faster again, and made shift slow it down

now gotta create a progression data to test make a build and see how ti feels with a per level appraoch to see where we can go from there

  • learnt how to actually use ParticleSystem properly, insteadof recreating it each time and transforming it in draw()
    (this means if you merge two pairs quickly, the particles from the first pair wont immediately disappear as the particles for the second one get spawned !)
  • randomly flip the fruits as well

reused the lose pure class into something to also be able to detemrine if the game is won by saying if more than 10% of the towns then we cna't win and you need 3 consecutive turns to win the game.. the idea is ot see if that makes it more or less interesting for the game but more thought has tob e put into making improving it... the problem lies in the lack of elegance in mechanics there is only one mechanic yet .. and i just find myself thinking there is going to be a real need to more things going on than just amanging resources

ui panel is no longer necessary and i also wrote a bunch of notes of things on my mind and organized and created a ton of tasks and decks for the tasks and the things i want in this project 🤔
quite a few tasks into the done pile.. tho there's stuff missing haha

to avoid getting bogged down in doing busy idiocy I created a ton of new decks set up their data nad threw inside the tasks that are related to those things so that i can pick up what is important later down the line..
hope i can keep up this pace and even after the upcoming Sanda game Jam

made the script for the progression Zone unlock no longer unweildy..

the decoupled index approach means we cna use change or reuse offline Generated setups or stuff created in the future to procedurally generate cool looking places 😎
fixed the by actively resetting the relative position on the worldspace ui since its unparented from the status display...

💤 day

spawn positions are just vector3 positions now!
all data is now also within the scriptableobj too so it is easy to inject whatever you may want now yahoo😎

A submission for Daily Gamedev

Organized and configured Team Jam Setup as well as started design research for the pacific control game win condition and fixes necessary to addresss the problem areas seen during the previous jam.

I have the pacific control game https://itch.io/jam/lags-game-jam-2026/rate/4421241 which very much needs a bit of work. mainly on the image displayed below those categories are crucial in getting this which i feel has potential into being soemthing interesting , the proble lies in the original concept of the game was that the game is a single level and at day 250 the game becomes imposssible to manage by design and you would lose. two problems here . it was done like this because that is the idea endless growth is unmanageable in despotic control systems and that was the point, but people want to be able to win.
second problem people rarely reached day 250 if at all. and it can be a bit repetition prone in its current state without sufficient choices.

so the next action is creaing a 6 town contrained test level to elverage the existing decoupled system I have been making .. . and then look into how I canc reate more interactions to create emergent gameplay to enhance the already engaging core mechanic ... to that end i will dedicate some timem to reading the art of game design game design book on those specific lenses sections i am concerned about see what springs to mind ..

so.. stuff i am up to and been doing today which is very much related to game developmenet perhaps not to direct implementation was organizing . ensuring the game jam team for the next upcoming project are aligned, that we are all on the same version, helped them understand the version control rules and branching model we will use , verified the tool licenses, tried importing wwise fought the plugin and tried ot fix it for about 2 hrs and had to make a forum post to confirm we will have a compatible version before the 19th, imported the tools that we will be using that we can use such as a SerializeReference drawer so that we can leverage polymoprhism wherever possible,, some reading on the subject matter of the pacific control game and finally writing up some tasks and just getting started with an experimental thing to Take notes and iterate on .

A submission for Daily Gamedev

#pacific-control-devlog

What did I accomplish today?

Disabled tooltip and hover effect and clickablility of the next turn button when we have not moved a single token…
perhaps Adding a way to allow for it to be clicked anyways would be of help or only activating it after say 1 second or so with an animation could do the trick in case the player does not wisht o move anything… consider making or expediting the animation speed of the day night cycle.
Refactored some scripts from void to bool and centralized paths where i could , removed an unsued method #spiral-technology
used the
organized

remove in newspaper placed resource displays from the newspaper it now instantiates the element and displays only the relevant ones. when a new resource is added 🤔

I can now author town nodes and the spawn positiosn comepltely separate which means i can finally start moving into the creating a win condition!

lots of stuff was changed actually

fixed a bug where tokesn were spawned by default on variants.
fixed a value type assignment i was making that i thought was by refernece oops
turned a monolith into a modular controller for the towns which couples to the town statistics!
deleted town zones And more in scene coupled data
had to fix the low resource vfx manager ... its not currently working but it compiles gotta see why it isn't or maybe it is but couldn't foormally test it

pretty happy about all this actually

but when I fixed that and deleted all the towns form thes cene the zone vfx spawner controller broke Ia m now trying to fix that thing up and realized it could be easier to just have it sot aht each town ahs a compoennt that handles the Vfx visuals instead of this centralized manager that. is quite frnakly. ... strange to manage.. 🤔 it does the job And it already has most of the necessary logic so moving it to some new compoennts should be quick .. unfortunately I'm tired haha changes from today in the image :D

Changed how the prefab source works so taht i can intialize its dictionary evne while in editor time, so its easy to just author level data directly.
implemented addressables
implemented an addressables based instance loader into this project

created stand in positions and started testing a way to author the positions layouts so that they can be hot swapped if necessary , looking into getting placement programtically so that i don't have to author anything or at least help me get the data for this done .

getting ready for Sanda Game Jam 2026 looking for a group within the discord

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