Vile Veggies – Devlog #2 – 6.19.25
- Marcy Hyde
- Jun 19
- 3 min read
Dear Devlog,
Yesterday I meant to start populating the first level with furniture and décor… and spent the bulk of the day fixing the walls. I made them one object instead of a few separated pieces by joining the parts and merging a bunch of vertices. It became meticulous but seemed necessary. I made sure to flip the normals of any faces that ended up inverted. It also involved redoing the UV wrapping and textures which I keep simple because screw textures (for now). Then after failing to make my creator website work again (www.marcyhyde.com!), I brought the new walls into Unity which worked as expected. Thank goodness. I then edited the closet door opener script to add code that upon unlocking the door, would first make the static number lock vanish (deactivate game object), animated number lock appear and raise the lock’s latch before swinging the door open. I then animated the appearing number lock to fall down against the wall (and adjusted its parenting so it didn’t swing with the rotating door).
Today I playtested a bit to find a few issues which I solved:
-Fixed the issue of the player being able to clip the camera through walls (by looking down while against them) by adding extra thickness to their colliders which worked like a charm.
-Enlarged colliders of items that were covered by the thick wall colliders
-Adjusted the Prefab of items’ locations when spawned for inspection
-Pressing the interact button while in the exam bay kept spawning the same item – fixed by putting the disable current interactable method into the ‘inspectable’ tagged item handle interact event
-After unlocking the door, the sheep was moving through the door before it opened – fixed by making a coroutine to wait 3 seconds before activating the sheep game object.
I then modeled a console table with movable drawers to put something for the player to find inside. After that I made an outside view dome to see out the windows and spent a while drawing the texture for that in a similar style to the story boards. Next I want to code a drawer open/close script so the player can click the drawers to toggle them open and closed. Recently I started using Unity’s newer input system to see what that is like and I like using that with a scripted object as the input reader to create events based on the inputs from the various types of controls players can use (keyboards & gamepads). The catch is that I’ll have to update my scripts that involve any OnClick events will have to be updated to use the input reader’s events if I want these to work with gamepad inputs as well as the keyboard and mouse inputs. Off the top of my head I can think of a couple of these scripts: ButtonPush & Dial Rotate… actually a lot less than I was worried about so that’s good. I’m just worried this system is gonna end up with me making 800 tags to differentiate the types of interactable objects which then tells the script what bool is to be true… maybe I could use the get component <script> method to say what bool is to be true… that still leaves me with a ton of bools to steer the handle interact event… right now there’s 7 possible interactable item types. I’m probably gonna add another for these drawers.
Tomorrow I will finalize this drawer toggle script and model more furniture. I can also update the inventory graphic to mention clicking the non dominant mouse button (or pressing select on gamepad) while hovering items to get the examine option button… or think about another way to deliver that information.
Oh and I finally got my original site (www.marcyhyde.com) back up and running by fixing some pointer errors just now so I’m definitely going to sleep happy knowing I’m not paying for a broken website… I’ll have to get a hostname for this one soon… all in due time…
Much Love,
MH
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