Dev Process


Day 1:

Implemented a CSV parser from exported Tiled maps to Unity, as I realised I'd never be able to create a decent enough map generator in the time limits I had available, and that balancing would prove a nightmare.

Day 2:

Added a turning system and collision to player navigation. At this point, the player mouse navigation did not use A*,  and had several issues. A ticker box component was also created that would cause issues later on, since it did not cull older text, allowing the  textmeshpro object to have more triangles than Unity allows.


Day 3:

Hooray for placeholder capsules. A lot of backend work was done that day in terms of creating the stat system and combat system. The combat system was broken in terms of the to-hit rolls and critical rolls until rather late on, since so many other systems received more focus.


Day 4:

Created a simple random walk AI for testing, . The outlines here in the terrain were simply gaps between the planes.


Day 5: 

Today I implemented A*, but with some significant errors caused by some really dumb coding slip ups (like looking at the x position in the y loop instead of the y position, += instead on -= etc.), led to a version that worked if there was a reasonably clear path, but failed utterly in more complex situations.

I also added the electra 10 model and created a placeholder ground unit.


Day 6:

Finally cracked (or thought I had cracked) an implementation of A* for the enemy navigation, and started work on the drag and drop ui (which proved one of the most tricky to implement). 

Also added the current player info UI.


Day 8:

Created an external item database, and the tooltip system for displaying item info, and also help when hovering over ui elements, like the fuel. Almost got the ui system working.


Day 9:

Finally completed the UI and behaviour for the inventory, Equipment and shop components.


Day 10:

With the inventory done, set to work making 3d terrain (with a few false starts), and added an aggro radius system for the enemies so they would only start chasing the player once aggroed.

https://cdn.discordapp.com/attachments/160444359815331841/470753254175932416/unknown.png


Day 11:

Added  a loot system, fixed one of the key issues with the  AI dealing with unreachable terrain, and finally made combat ranged, rather than strictly inter-tile. Added a console debugger as a bit of a joke, but would later use this a lot.


Day 12: 

Finally got the Friendly Airfields/shops in, allowing for a game loop where you could purchase and sell gear to improve your plane. Enemy Generators were created to regularly generate ground units, depending on how many children they had. The placeholder ground units were replaced with new modelled tanks.


Day 13:

Added music, sound effects, and aircraft. Unlike ground units, aircraft patrol between each existing airport of their tier. Unliberated airfields generated aircraft to replace any shot down.

Day 14: 

Added turrets! These were to be high-armour, high value units that did not respawn, and would always drop items. Later they would be far more deadly. The cel-shader was modified to allow greater control of the ramp, allowing more variation on the mountains and beaches. A simple UV scroller shader combined with a white line texture and some new geometry uv unwrapped rectilinearly was used to create the surf. Following testing, health and fuel bars were added.


Following testing, many issues remained, such as the game being far too easy, the ticker box failing after a number of turns exhausted the number of triangles unity allows per object and ui scaling issues.

Day 15:

Much of the day was spent working on  the main menu, creating sprites for the main characters for cutscenes and balancing of the main game. At this point the core combat loop bug was found and fixed. The Spruce Goose(tm) was modelled. A propellor shader was made.

https://cdn.discordapp.com/attachments/384113144609374208/472199122032525318/unknown.png

Day 16:

This day was spent building a cutscene system, and creating much of the art and sound effects for said cutscenes. 

Day 17:  Added the credits, and modified the music slightly to be less grating. Changed the sound and music volume sliders to work on actual loudness rather than simply linear decibel range, based on a script on the unify wiki. Continued balancing. The Spruce goose boss fight was created , including a new fire particle system and the game was finally feature complete. 

Day 18: Added cutscene music, some rather unoriginal jokey closing music, altered the final cutscene and credit sequence, added backstabbing to the combat system(a hit from directly behind is an automatic crit), fixed the critical hit system which had been broken the entire time, changed the sound effects and particles for higher tier weapons and enemies, added better death explosions for enemies, and finally changed the boss music to make it fit better with the other music.

Since you've read this far, the code for the dev console is "cmonandslamandwelcometothejam". Any quake1, doom or starcraft players may be able to figure it out :)

Files

Earhart Latest Build 8/11 21 MB
Aug 13, 2018

Get Earhart of Darkness