Devtober 2020 - Daily post - week 1
Daily post - week 1
This will be updated daily with Dev-log's of me trying to have a complete version online the end of this month for the DEVTOBER game-jam!
I was hoping to have version 2.3 online at the start of the game-jam but I ended up being to busy with work + stuck on this stupid issue with a new hotel building. But today i managed to fix the hotel and some other small things that needed to be fixed like some cars would drive the wrong distance and some more clear hover reactions of the in-game resources that was not fully complete until now.
Hopefully I will have version 2.3 online soon to get some more feedback on basic game mechanics, rules and other core game stuff to work towards a more complete framework for the game so I can start to building puzzles, stories and good tutorial for version 2.4.
02-10-2020 - Day One
Today was a busy day but i did get some work done on the game.
Some weird bug showed up all of a sudden where a few building blocks seem to be replace but different ones. No clue how this happened... But other then that, the new beta 2.3 is almost ready. The tutorial needs to be reworked a bit since some core mechanics have chanced and for the same reason a few puzzles need to be updated a bit.
03-10-2020 - Gone all day so no time to work on the game.
04-10-2020 - BETA 2 .3 almost ready!
Today I managed to get a lot of work done on the game, it is still not ready to be out there as the next beta version since the tutorial is missing some valuable information still about how to play the game.
- Play-tested and reworked all puzzles.
- Fixed the asset error from earlier, a few puzzles scriptables did not have the right "build-map setting".
- Got the next button/ playerpreff safe system working for the different level-worlds (sets of puzzles).
- Fixed some feedback information and happiness mistakes, they where not consistence after updating some stats I forgot to chance this at all places.
- Fixed some bugs.
- Updated al building info.
Also fixed this bugging problem that all of my projects seem to have where the UI scaling goes wrong all the f* time (!) I tried so many variations with the canvas component and scripted solutions. But who knew there was this simple thing called "Content size filter" that chanced all this super easily and did not fuck up my UI look while scaling/full screen. Hurray! Think I did to for an other setting that in the screenshot doh... Already closed unity for today ;)
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