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Vile Veggies - Devlog #5 - 06.30.25- indie videogame development log

  • Writer: Marcy Hyde
    Marcy Hyde
  • Jun 30
  • 2 min read

Updated: Jul 3

Alright let's see if I can recall what I did each day since the last post...


Tuesday I worked on making a new inventory item use system where 2 buttons spawn from prefabs instead of just one "Examine" button for items. The second button is a "Use" button whose effect is contextual. This became tricky when it was an item whose use depended on an inactive game object because when the button spawns from a prefab, it can only find items by tag that are active in the scene. To get around this, I just made an empty parent that remained active for the button to find by its tag and made an activate children loop in the code when needed.


Wednesday was probably the day I spent troubleshooting the "Use" button and modeling and texture painting a detective notepad complete with a business card paper clipped to it and a special post-it note.


Thursday I put the new models into the scene and switched in new inventory icons. I got over my fear of looking lost in these programs and streamed modeling a kitchen cabinet (with a drawer and doors) and writing (or copy and pasting from another script) a door open/close script. I put my drawer open script on the drawer as well as my interactable object script and box colliders on the drawer and doors. I was thrown for a loop for a few minutes when the door wouldn't open only to realize I forgot to put the door open/close script on it.


Friday I cleaned up the NPC AI script and updated the floor textures. I was experimenting with filter effect parameters in Photoshop for a while so this took a while. That program's got a buncha good stuff!


Saturday I fixed the kitchen cabinet drawer and modeled an oven and stove. I'm guessing I also tidied up the NPC AI script more.


Sunday on stream I finished up the stove and modeled upper kitchen cabinets, a breakfast bar and started a kitchen table. Then after stream I finished the table and modeled a kitchen chair.


Today I modeled a kitchen sink and used a fractal generation effect on the chair. This will replace the chair model in game when the player punches it. Placing rigid bodies on all the pieces will make them blast apart and bounce off each other. I'm hoping that doing this to a few items through the scene will teach players about their ability to punch and break items (I wonder if I should make some sort of visual cue on the texture to let them know it's a breakable item -- maybe a certain wood!). I then altered the player melee attack script to ensure the player's fist returns to the player... however it's making the fist float away even more now so I'll have to look into that... I also modeled a bookshelf for the living room!


screenshot from Marcy Hyde's cg modeling in Blender stream over the weekend
Modeling in Blender takes a lot of time but gets faster with practice (as most skills)

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