1. ๐Ÿซ 

    It's been a rough week

    Rant

    What a week it has been! I've had some medical issues and work stress from last week that lingered on, but I'm feeling better now. I've been diving deeper into game design and level planning this week, and I stumbled upon some real gems of articles and videos that have been super insightful. Although, I can't help but feel like I'm on the wrong side of the Dunning-Kruger effect curve; I know just enough to know that I don't know enough. It's been paralyzing to make decisions because I'm constantly second-guessing myself and worrying about what I might miss out on if I commit to certain design choices. But you know what? I'm a pretty confident UX designer, and I know that iteration is key to creating something good. I just need to apply that same mentality to my game design. The only problem is that coding is hard and iterating on a simple idea can take a lot of time. However, I've come up with a smart plan for next week. I've already mapped out a bunch of key mechanics. I'll create them, test them, create more variations, play with them, and finally decide what to keep and what to toss in the trash. It's going to take a lot of work, but I'm ready for the challenge. I'm doing a lot of thinking as I write this, and it feels great to put my thoughts down on paper. I know I can do this, and I'm excited to see what next week brings. Until next time! Have a fantabulous day!

  2. ๐Ÿคฉ

    Game title Revealed

    Celebration

    Greetings! It's your friendly neighborhood Game Developer, back with an update on my latest adventures in game development. First things first, I must share my exciting news with you. I finally announced the title of my game on Twitter! That's right, folks, the big reveal has happened! Along with that, I even unveiled the logo. Tada! Now, I must confess that last week was a bit of a mess for me. I had so many things to handle simultaneously that my sleep schedule was thrown off balance. I found myself staying up until 2 AM working on office stuff, and it left me feeling drained. But, I'm happy to report that this week, I'm taking it easy and getting back into my routine. I hope to get a good night's sleep tonight and continue working on my game mechanics tomorrow. I've listed out all the possible ideas I have, and now it's time to build and test them out. So, there you have it, dear log. I'm optimistic about the days ahead and excited to see where this game development journey takes me. Until next time, stay quirky and keep on logging!

    Screenshot for update
  3. ๐Ÿฆพ

    Learned Tile Maps

    Design

    So, today I decided to tackle the dreaded tiled map design. I wasn't a big fan of it, but I realized that I couldn't avoid it any longer if I wanted to generate a variety of levels for my game. And let me tell you, learning the tile mapping feature in Unity was a game-changer! I was able to create levels in no time and get a feel for how my character moves around. It was so simple, I couldn't believe I had been missing out on this all along. I even used a tile map asset from Open Game Art to test things out, but I'm excited to create my own custom tile map for the game. However, as with any progress, there were some bumps in the road. I noticed a camera jitter while playing the game, but I'm not sure if it's just happening in the editor or if it will affect the game on mobile devices. I guess I'll have to find out tomorrow! All in all, today was a perfect day of learning something new and testing it out. Well, almost perfect...but there's always something to improve on in game development, right? Tomorrow, I'll tackle that camera jitter and start working on touch controls for mobile devices. Stay tuned!

    Screenshot for update
  4. ๐Ÿž

    Done with bug fixes... on to next!

    Celebration

    Bug fix complete! Hooray! It took a bit longer than expected, but hey, we've all got our little quirks, right? The visual bugs are still lingering around... But they need an overhaul anyway. I'll tackle those later when I have a fresh set of eyes (and a strong cup of coffee). Now it's time for the real fun to begin! I'm diving headfirst into new game mechanics and designs. I'll be like a mad scientist in a lab, experimenting with all sorts of ideas and concoctions. Will it work? Who knows! But the sky's the limit! I'm feeling super pumped!

    Screenshot for update
  5. ๐Ÿšฉ

    1st Post!

    Experiment

    So... this is my first log here... As a person who is super nervous about sharing details about my projects in public... this is going to be a big deal for me... Let me see how long I last!

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5

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2

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0

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Ilaiya's 90 days of Tempo

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Backyard UFOs's Motivation

For me, building games is the ultimate creative outlet. It's a perfect synergy of whimsical art, hardcore logic, and storytelling. As a game developer, I have the freedom to create entire worlds, craft unique characters and storylines, and bring them to life through immersive gameplay experiences. It's a thrilling and rewarding process that requires a mix of creativity, technical expertise, and perseverance.

Backyard UFOs's Areas

Backyard UFOs's Tech Stack

What's next for Backyard UFOs?

๐Ÿงช

Experiment

Next section of the game - prototype and experiment. By end of the week create the list of mechanics I would want the game to have

Backyard UFOs's Toolbox 2 tools

๐Ÿ› 

Tool

Unity

๐Ÿ› 

Tool

Photoshop