Devlog #1


10/11/25: It took me a couple of days to figure out what I wanted to do for this game. The game had to be audio based, and while looking into it I found out about games that are solely audio. I considered doing something like this, but couldn’t think of what to put into the format, and I couldn’t think of something simple enough to get done in a few weeks. On the other end, I thought about making a simon type of game, but I thought the gameplay loop would be too boring and I wasn’t really interested in it. In the end, I decided to make a metal detector game where you need to locate where a treasure is in the play area, which was partially inspired by the game Shifting Signals I had worked on in the past with a team. Today I planned out the whole game idea, how the point system works, vaguely how I will start the coding aspect, and the plot/ending of the game. I like to make my games a bit spooky, and ‘tis the season, so I felt compelled to.

10/13/25: Today I created the schedule I would be following for the rest of the project. I planned each day to only have a few objectives as well as leaving a day free at my deadline, so that if I was busy, I should be able to catch up the next day if I put more work in. I also set up my unity file with folders, tools, sfx, and a template of the gamescreen. This way, all of the baseline was out of the way and I just had to focus on my tasks the next time I worked on it.

10/14/25: I set up all of my game item functions today. Each one contains text for acquiring them, as well as assigning the image that shows when this happens and the points you obtain from collecting them. I also created the system that chooses whether the treasure should be typical or for story progression, as well as ordering the key items.

10/15/25: Today I created the popup that shows when you obtain an item and what it is, but just on the space key for debugging. I originally coded getting a key item to be a random chance but I didn’t like how it felt to go too long or too short, so I added a counter that prevents two story items from being chosen in a row or take too many attempts to get. I also created the points counter which will be used in the future to buy upgrades, and got it working so the items increase the score.

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