Journal Entry 21
Date: 2025-05-12
Activity: Finish level 2 and plan out menu
Time spent:
- Clean up after Unity - 10 mins
- Finish writing & implementing level 2 - 20 mins
- Tweak volume of target dinger + velocity, playtest - 10 mins
- Plan out menu - 20 mins
Today I've done way less work that I had hoped. I didn't work on the game between my classes as I had planned to do in yesterday's devlog, instead I took a break from the game (and dare I say - a well deserved one after all of Unity's nonsense) and decided to draw instead. Instead, I hoped to get a lot done when I return home from the quintet practice (which surprisingly wasn't a disaster).
And then I crashed my bike. In the stupidest way possible. I wasn't even riding it at that moment, and it still broke the bike and skinned my knuckles. I'm glad I was wearing a helmet, since I fell pretty violently head first onto concrete, and the bike followed. So what was supposed to be a max. five minute rest of the ride home turned into a pathetic half hour walk, carrying the backside of the bike because the back wheel jammed.
That all is to say I didn't have the time I hoped I'd have. I finished writing the dialogues for level 2 and implemented them into the targets, and of course redid some work from yesterday that was ruined by Unity forgetting what the Spaceship object was, because a proper game engine obviously sometimes forgets references to assets upon closing. I'm not even mad at this point. Just disappointed. I've moved to the final fifth stage of working with Unity - acceptance.
I decided against implementing the menu today, since it's already quite late, and all I would accomplish would be an ugly half-functioning code, more frustration, and sleep deprivation the next day. I did, however, plan out everything I need to know about the menu -- namely the entire layout including different options, and how the menu will function.
Since I like the aesthetic of the menu appearing in he main window of the spaceship, I am going to make it a part of the Spaceship prefab. It will come into view when the game is paused, and when the main menu is opened. Note that the main menu and pause menu will have different options available. Since the main menu will be its own scene, I think I can make the default the pause menu and add a public bool that will be overridden in the instance in the main menu scene. Selecting different options in the menu will glide the object left and right using a tweener, and play sound effects that make it seem like the ship is using RCS to fly from one option to the next. When a submenu is entered, this submenu (physically located below its parent menu) will be made visible, and the whole obejct will move up using the same tweener. Then, however, only the submenu will move left and right and the whole parent "menu" object stays in the same left-right position the whole time. This is so that when the player leaves this submenu, the object simply slides down again, and the correct previously-selected option is still selected. Every time an option is selected or a submenu is entered or exited, a voice line will read it out, as well as the description which will also appear in the module's textbox.
This is at least how the visuals will work. I will need another system in the background that keeps track of which menu is selected on which level, so that the correct options and submenus are selected, and so that the correct voice lines are played.
Tomorrow, I will also not have much time, but I will try to implement at least the layout of the menu. I might leave the functionality till Wednesday, the absolute last day before the playtesting. I guess the playtesters will only have the first two, maybe three levels to play, which is unfortunate, but it might actually be the perfect length now that I think about it.
Get Project C
Project C
Next Target: Mothership
Status | In development |
Author | Rosie |
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