Yellow Robot is finally done, completing the full team of four! This devlog also explores how a shader breakthrough helped bring a long-planned puzzle mechanic into the game, with a new gate and switch to shake things up.
🧠 DevLog #9 – Camera Fixes, Menus, and Business Mayhem
This week’s devlog talks about more admin than action, but not without progress. The camera’s back under control, robots now exit gracefully, and the first draft of the main menu is live. Mobile layout is next — if I can find time between all the paperwork.
🧠 DevLog #8 – From Test Rooms to Real Levels
From tiny test rooms to a real, playable level — this week’s devlog is all about turning systems into something that feels like an actual game. With prefabs polished and a level template locked in, the path forward is getting clearer (and a lot more fun to build on).
30 Days or Bust – Week 2: Mixed Signals and Forward Motion
Week 2 brought less optimism but no less determination. A lukewarm VA meeting, more investor outreach, and thoughts of crowdfunding added weight to an already busy week. Still, I’m pushing forward — quietly, steadily — to give this game the best chance it has.
30 Days or Bust – Week 1: Prefabs, Pitches, and Pushing Forward
The countdown has begun. With just 30 days of funding left, I’m building in public, balancing game dev, funding outreach, and family life. This week: investment pitches, prefab progress, robot art, and prepping for a critical VA meeting. The sprint is on — no panic, just purpose.
🧠 DevLog #6 – Menus, Maps, and Mayhem
In this week’s devlog, I added a main menu and level selection system to my Unity puzzle game, allowing players to load and switch between levels seamlessly. I also experimented with new room tile graphics, gate and switch designs, and tackled the business side of launching my indie game studio. Progress, polish, and paperwork all in one week.
🧠 DevLog #5 – Scaling Back to Move Forward
In this week’s devlog, I scaled back my Unity level loader after realizing it was getting too complex to maintain. It now reliably builds puzzle levels from text files and streamlines tile placement — with plans to rebuild and expand it later without sacrificing stability.
🧠 DevLog #4 – The Camera Saga
In this week’s devlog, I focused on fixing Unity camera follow issues in my mobile puzzle game — smoothing movement, solving tracking bugs, and rebuilding the system to follow the player robot properly. Now that it’s stable, it’s back to expanding the level loader and building out gameplay features.
🧠 DevLog #3 – Breaking It Down to Build It Right
This week’s devlog is all about rebuilding the level loader from the ground up. The plan? Perfect modular rooms. The reality? A robot, a camera, and a whole lot of debugging.
🧠 DevLog #2 – Foundations First
This week’s devlog features fewer robots and more paperwork — from business plans and game design docs to level editor polish and future-proofing.