Day 32
By: Michal Rooney
Tags: Debugging, Unity, Gamedevhq, Last Mile, Development

Day 32

I feel like I’m in a strange limbo zone because I don’t know exactly what’s going to happen with this program. I realize that I have another three days so that’s great I suppose. I wasn’t really sure of that when I woke up this morning… then we had some intraday updates and things have been shifting around at a rapid pace so it looks like everybody might be done Friday. That’s kind of terrible for anyone who was planning on it but yeah I’m not surprised considering I’ve been following the news cycle.unless you buy one of those decision-makers in the room thing anyone’s guess what they’re going to do about local aide. It’s not a precedented that thing and I’m aware that that could have happened. In any case I’m really grateful for my time here.

I’m still putting the finishing touches on that space shooter which is a bit of a short falling for me but it is really the debugging part of it it’s not that I couldn’t get through the futures I’ve learned to be quite faster that I just seem to have introduced some kind of complications if I do not know how to resolve at my level. If you like me was a massive problem that I shouldn’t be expecting to solve anytime soon. I think I learned a lot trying. As it is I got rid of some of the last game breaking bugs and I managed to find other ways around some of them I’m on the last two features that I need to fix in some way was just really depend on some kind of detection being in place. Problem with that being I tried four different methods to do it today and none of them worked so I’m starting to think that my player is just not being detected by these things that I am in fact setting up in the correct manner. Oh well it really has been educational. But I need to at least fix that problem to say that I have a working build. Otherwise I can’t create a trigger for my enemies that they need to dodge or that they need to target the player when they come in close or something of that nature. this looks like a thing that I might really have to rebuild and I will do that on my own if I have to go just trying to see if I can push it to completion first and get something that basically workable. It wasn’t a production environment I would absolutely rebuild it again, and I think that’s a lot of games are made. Come up with a working prototype and then they continually destroy, create, refine. I suppose I should just really come up with to terms with the fact that I first should learn how to fail to learn how to succeed.

There’s nothing wrong with it because in developing a prototype you start understanding what you’re going to need to know to solve the problem or create some other methods of doing so and if you were able to go back and restart with those it’s not the same game anymore. I’ve learned some game breaking bugs existing in my code at some point is fine — As long as I go back and develop it up from what I found was working. I’m just really trying to finish so that I can well this program is actually going on and also so that when I rebuild it on know exactly that I can in fact get through every challenge. That’s going to be a lot different.

Anyway I’m going to go and try to finish my last features and hopefully get them work in the same game but the player. One can only hope. Because I just really feel motivated to get into cinematography