June 23, 2025
The raw README should be longer, but I'm assuming it's a problem with GitHub, so I'm approving this.
Put some temp links in so you can at least see all the stuff I did.
Cool game. Although your readme doesn't need to have download instructions or anything, it should include a short description of the game. Also, not my job, but I would check if Daydream is double-dippable with SOM before resubmitting...
Pretty much finished everything I wanted to do (other than making the enemies flip, but who cares.) Figuring out issues caused by messing with Timescale (for freezing the game when u die) took way too long to figure out the root cause, but apart from all the time wasted on that, it was a lot of quick fixes/changes. Just gonna wait till I get an art asset for the crystal then I'll put the updates on itch.
First time using Unity 6. Takes way too long to load. Was pretty fun figuring out though. Will probably add in the features I missed later, but overall, was pretty cool meeting people there and seeing other people's games. (Give me your limbs should've won.)
The silly little game I made for the DayDream Hackclub gamejam event
Trying to get in a reverse proxy(?)
Got the website online
Got my website on the web: drivingthetestdrive.blowupthenoobs.dev
Actually started on the portfolio part of my portfolio site :)
Fixed some API stuff last I recall. Just tryna clear time for the GMTK jam :)
Had to fix some stuff with the raid setup, and I also realized that the mongoDB stuff wasn't set correctly, so I'll also need to fix it
Got the tools all working now (I think,) but I don't feel like relaunching all the stuff, so here's a random script I had. Following that, I'll make it so that u can peep on your opponent's resources, and make a way to put down new buildings (I think I also need to sync this.)
Progress has been pretty slow lately (just really distracted lately for some reason,) but I got the tools to appear as cards now, so I've at least gotten it mostly integrated. Guess it's kinda taking longer cuz unlike the player I added, there's a lot more integrations I need to get on this thing.
Fixed bugs I accidentally made when rewiring stuff to make the player card work and started working on making tools work (not shown.) I realized as I was recording that I accidentally made killing enemies with too big a raid made you able to attack infinitely, but thankfully that's just setting a bool to false when triggered.
A lil thing I started tinkering with, started with reskinning and tinkering with a google drive clone and setting it up with a raid setup. Then I'm gonna back it into my own portfolio site with a bunch of silly little secrets in it, including a way to access the drive clone, but with some security measures in place to stop people from discovering it. Anyhow, most of the time spent on this was trying to get link forwarding, which I didn't quite get working, so there's just a chain of temporary links to the website it was supposed to draw from. Going to finish this up later, but since this is the end of SOM, I might as well get SOMETHING out.
This was widely regarded as a great move by everyone.