Week 1 of the final funding sprint is done, and this devlog captures the chaos: wall prefabs are ready, the second robot is colored and functional, and the first playable mobile demo is almost within reach. Also: a mountain of admin, funding forms, and a VA meeting on the horizon. The sprint is real.
🧠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.