Devlog #2


9/26/2025: yesterday I created my 3d models to start the project off with something I was comfortable with. Today is the first time I ever used Unity, so my goal was simple, to just import the models and create the play view camera. I first tried to do this by just opening the program and going at it, but I was quickly overwhelmed and realized there may be certain conventions I should be following. I found a tutorial for making your first Unity game, which gave me better context on how to format my game. Also, my brother has done a lot of coding in Unity, so I was able to get get help on general knowledge for both the software and how to code in C#. I’m very grateful he was willing to help me with my struggles, it definitely made the process a lot easier. Due to this help, I was able to get the objects moving as well and make the apple generation work.

9/28/2025: Today I created all of the UI for my game. The buttons are able to add/remove the number of leaves on the apples, and I linked up the apple generation to the main button being pressed. Although there will be more complicated logic I add later on as far as puzzle logic goes, I just coded the most simple version of it today to make sure it would work with the life system I created.

10/5/2025: At this point I finished all of the coding aside from switching scenes, but was able to figure it out quickly.  I also decided that my gameplay wasn’t interesting enough just with a points system, so while I was working on scene switching I instead a levels system that increases your apple quota by 5 each time to increase the tension and give the players a tangible goal. While playtesting I definitely found this more enjoyable, so I’m glad I changed it. I spent the last few days finishing up the art I hadn’t done, so 3D models, 2D assets, and SFX. SFX was the very last thing I did, which I think really elevated the impact of playing and makes it more enjoyable. I was having trouble with audio delays specifically for the buttons, and in the end I couldn't figure it out. Fortunately I don't think it takes much away from the gameplay, which is why I feel like it was okay to leave in.

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