June 26, 2025
Trail :D
Moving eyes >->
Warning screen on start. Small tweaks. Spent a lot of time on chessboard shader... I didn't like it but found a solution where i should use it :DD
Lightning shader for accumulator
Radar wave shader
Control is now via C# events. Also turned off HDPR and now perfomance is twice as fast.
Clean up in whole code base. No clue what image to show but here is GameLifeScope class
Update ReadMe
Minor camera changes. Twiks to buttons
Some polishing and gameplay change. Bunch of levels with tutorial included. Most of the time i spent on this exit shader... But i am happy with it :DDD
Why I'm switching faster than the channels on TV
I'm black, then I'm white
Basic Movement
Small game about switching colors
Main menu, win screen, some minor changes. It is over... Sadly or happily i am tired of this boring game and i hope next time i will plan game much better to spent less time developing and make it more enjoyable
Restart bugs fixed. Invoke() in Unity is evil. Sometimes it breaks on restarts and object destructions, in cases where it breaks things you are forced to use IEnumerator or any replacement :p. Also spent a lot of time trying different lighthing waves forms and settled on this one [video]
Beatifies, lose condition, speaker, fixes
Black outs, items to hold, generator refuel, code refactoring, limited color palette
Fixed nasty bag with modules turn on/off. Simple switchState function was enough.
Click >:D
Footsteps, first layout of facility
After some debug now there is proper heat, power and module (equipment) system
If you have problems with entry point registration in Vcontainer. You should try this :p
Spent most of time prototyping testing (often scrapping) and wrapping head around VContainer, UI toolkit and other stuff :p
Game for summer of making jam :D
VContainer is amazing (also much better than ZenJect). Premature polishing is evil. Weapon overhaul (once again). Some sounds, sfx. More you kill harder game gets (literally), equation is Ln(Time)SpawnRate/(RoundsKills+1) and responsible for enemy spawn :D. More enemy types. Also there are some minor changes but i don't remebmer TxT
more clear enemy spawn, pause,continue, stopwatch, sounds. Most of time i had spent with background and camera troubles, initially i wanted to make so camera follow player + have offset depending on mouse position but problem is that in unity 2d (or in my setup) sprites behave strangely and it is eye painful :/
First day of development ended :D There is basic movement, dashes, simple enemies and many things to do. Spent most of time how to make movement based on vector summation but ended up on timers and states :p
This was widely regarded as a great move by everyone.