Hi everyone! Welcome to the
Hearthstead devlog. We’re glad to have you here!
Entry No. 3: Upgrades, interactions and experiments***
Upgraded project to Unity 2019 + Pixel Perfect CameraAs I mentioned briefly in the previous mini-update, we updated the project to Unity 2019 and remade the camera to use the Pixel Perfect Camera component. 2019 includes some improvements for 2D as well as many other new features that might come in handy down the line. Since the codebase for the project is still small and it was being made in Unity 2018 the upgrade process was basically painless.
Aside from implementing a new camera, we used also used the upgrade to clean-up some stuff in the project so we start with a solid foundation. However we've noticed some slowdown that's been bothering us: When making changes to scripts, it seems the compiling is taking waaay longer, between 5-10x more. Mind you, it is still seconds, but it quickly adds up and it is kinda annoying to be honest. We *think* it might be related to the 2D Pixel Perfect Camera comp. but to be sure we'll need to try some stuff first.
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Inventory and interactionsSome work has been done for the inventory system, which is a key element for some of the other mechanics we want to implement soon. The system is barebones right now and uses a placeholder UI, but it already features drag and drop sorting, hotbar linking, item destruction, tooltips and persistance across scenes.
The player also has a interaction button which is context-sensitive. If you are standing next to a pick-up you will grab it and add it to the inventory. This same button will be used for tools (ie. using the hoe to till the ground), advancing dialog texts, etc.
We are stil figuring a way for the hotbar to persist. Right now the hotbar points to the inventory, and since the persistence we have is that the inventory gets recreated in a new scene the hotbar resets and you lose the items you had placed in there.
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Placeholder tiles, icons, maps and experimentationI was previously iterating on the core tileset and while I think it was improving, someone pointed to me that it was not a good use of my dev time to focus so much on asset production so I put the brakes on that and made this geometric flat color tileset so I can start implementing maps in Unity and not waste time in final asset production.
I will definitely revisit the tileset later on, but the idea behind this is that we start building the maps in-game and then I'm able to just update this sheet as much as I want. There are draft maps made for the 10 areas that will be featured in v0.1.
On the last devstream (you can watch them on most weekdays starting around 9:30 am Panamá City PTY time over at
my Twitch channel) I made some work on icons, including icons for the 5 basic tools, some fish and seed packs.
Also made more experiments with Sprite Lamp (Thanks to Corne for donating the tool! Forever grateful!)
and I still think this is something I will explore down the line, but since this falls squarely in the polish category I'm parking it for now.
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Marketing front: Website updates, "Meet the Hearthsteaders" and Discord prepMade some updates to the website. It is _kinda_ responsive now but there's some funky stuff going on with the BG image. This is low priority stuff too so I'll take another look at it later.
Also started the "Meet the Hearthsteaders" tweets to introduce some of the characters gradually. I'm publishing these once a week, using #screenshotsaturday, although I might move them to another day once I get better in-game shots or gifs to use on SS.
https://twitter.com/HearthsteadGame/status/1160279930279747584https://twitter.com/HearthsteadGame/status/1162726996742475777And finally I'm prepping a Discord server: Creating the channels, server rules, emojis, etc. Not sure when I'll launch this but probably in the next few weeks. Some say its a bit too early, but I think it's a good idea to prep it and release it soon. I want to focus on the community and make them part of the dev process as much as possible. The Discord might be a good avenue to foster that, engage with the community in far art contests, have their input there, etc...
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So that's the devlog for now! As always feedback and encouragement greatly appreciated! <3
Thanks for reading and I hope you enjoy Hearthstead's development journey!