Devlog 6 - The Final Frontier


This is it; the home stretch. Time to wrap things up on Cosmodrift, at least for now.

Being so close to the end, I can't really add any new ambitious features. So this is more of a "add things that should already of been added" post.

Case-in-point: title screen. I added a title screen, which acts mostly as a formality at this point, boasting an impressive... 2 options, Play or Quit. No options to be seen here, don't need them when you can just bind it to a keyboard input instead, like a professional. Of course, because I'm me, I added a custom UI system to handle this, instead of using the perfectly fine UI that Unity has pre-made. It's a much more simplified version with only buttons as it's use-case, but oh well.

To get my mileage out of this UI system I made, I also made a pause menu. Fancy, eh? It also boasts just 2 options, Resume or Menu. If you figure out what these do, you'll get a cookie.

Lastly, because now I technically have two scenes I need to toggle between (Title Screen and Level Screen), I added a cool rotating square transition thing that took way too much of time despite how simple it should have been.

Ok, that last lastly was a lie, this is the last lastly. Lastly, I made some more levels... some being 2 in this case. These mostly just demonstrate the Portals I added last week that went unused.

Now for the lil' feature that sort of pale in comparison.

I added audio to switches. They didn't have it before. Now they do, and they sound a lot nicer, especially how the on and off states have a slight pitch difference.  If GIFs could convey sound, the serotonin the sound produces would be incredible, even if the internet would be a worse place because of GIF audio.


And that's it.

That's Cosmodrift done.

...well at least this version of it. I'd like to revisit this game one day, maybe soon even. But I'll let the idea rest for now, as I do other things for a bit. Such as completing required tasks established by current educational facility.

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