Repeated intro
Hey everyone! I'm back with another set of developer standup blogs from my discord. Posts have been less frequent because of College. I'm about 2 weeks away from graduating! Anyways, I present you the last 14 episodes! *Looking at the earlier posts now... wow, do I love to change shit all the time haha. Just let me cook :)
What changed
0 fixes2 additions3 changes0 removals
addedDev Standup 11.0: Boring Day - Water Pipeline Map Validation & New Water FeaturesNothing super exciting to show off... But I am writing unit tests in game development for the first time ever! Basically I have it set up to check for mistakes in the maps I make. In this case, I'm missing 3 drains that spawn on the map by default. Additionally, I have set up basic configurations for the new 12-13 water features, that's quite a bit :o Demo still not approved, not looking too good. On the bright side, I'm already on making the start of the game 10x better TLDR;
changedDev Standup 12.0: Water Inventories & New Water CurrenciesWater is now entirely managed by Water Pipelines... So all of the previous features will be accessed on this map (I haven't made that yet). Each block will have a water inventory with all of the above currencies. Debuff ones are bad, bad news!
addedDev Standup 14.0: Water Drains New LookMade the Water Drains prettier and matched the colors with the right water resource. On top of this, I will being implementing the new features, start with Water Filtration!
changedDev Standup 14.1: Renewed Feature, Water FilteringPreviously Hydro-Pollution Analysis, this feature converts Polluted to Filtered Water. All the different processes will have a unique look to them.
changedDev Standup 15.0: Ugh... (The Paradigm Shift Post)Basics Slowly upgrading current codebase to an even cleaner codebase, which will make it easier and more fun for me to work on Idle Research 2. It will make creating new features so much easier too! Center is the Distilled Water Drain. Left is what the setup was before the cleaning. Right is after. Technicals So I have encountered a major design problem with IR2's code and prefabs. I've been using something called "Inheritance" and it's a long story on why it's not going to work long term. I will be converting most things to something called "Composition" which will allow me to make customizable features much much faster. I will be utilizing both Inheritance and Composition. For example, this Distilled Water Drain prefab is made up of 2 components. If I were to make 100 more of these drains, I would have to readjust a lot of these drain settings and it's a ton of manual work. That's the problem with Inheritance and how I have these magic prefabs set up. Composition essentially splits those 2 components into many, but a lot of these more broad components (such as Cards and Dialogs) are already dealt with and assigned at more broad levels of the Drain prefab (such as Card prefab, Dialog Card prefab, ... eventually Distilled Water Drain prefab). When making new drains, all I need to do is: Copy the parent prefab: WaterDrainDialogCard Change the colors (which can also be done in the code) Add the new Drain script, such as Distilled Water Drain Add other scripts that are needed for this drain Done Previously: Copy the parent prefab Change the colors Add the new Drain script Hook up the close
Idle Research changes
addedNothing super exciting to show off... But I am writing unit tests in game development for the first time ever! Basically I have it set up to check for mistakes in the maps I make. In this case, I'm missing 3 drains that spawn on the map by default. Additionally, I have set up basic configurations for the new 12-13 water features, that's quite a bit :o Demo still not approved, not looking too good. On the bright side, I'm already on making the start of the game 10x better TLDR;
changedWater is now entirely managed by Water Pipelines... So all of the previous features will be accessed on this map (I haven't made that yet). Each block will have a water inventory with all of the above currencies. Debuff ones are bad, bad news!
addedMade the Water Drains prettier and matched the colors with the right water resource. On top of this, I will being implementing the new features, start with Water Filtration!
changedPreviously Hydro-Pollution Analysis, this feature converts Polluted to Filtered Water. All the different processes will have a unique look to them.
changedBasics Slowly upgrading current codebase to an even cleaner codebase, which will make it easier and more fun for me to work on Idle Research 2. It will make creating new features so much easier too! Center is the Distilled Water Drain. Left is what the setup was before the cleaning. Right is after. Technicals So I have encountered a major design problem with IR2's code and prefabs. I've been using something called "Inheritance" and it's a long story on why it's not going to work long term. I will be converting most things to something called "Composition" which will allow me to make customizable features much much faster. I will be utilizing both Inheritance and Composition. For example, this Distilled Water Drain prefab is made up of 2 components. If I were to make 100 more of these drains, I would have to readjust a lot of these drain settings and it's a ton of manual work. That's the problem with Inheritance and how I have these magic prefabs set up. Composition essentially splits those 2 components into many, but a lot of these more broad components (such as Cards and Dialogs) are already dealt with and assigned at more broad levels of the Drain prefab (such as Card prefab, Dialog Card prefab, ... eventually Distilled Water Drain prefab). When making new drains, all I need to do is: Copy the parent prefab: WaterDrainDialogCard Change the colors (which can also be done in the code) Add the new Drain script, such as Distilled Water Drain Add other scripts that are needed for this drain Done Previously: Copy the parent prefab Change the colors Add the new Drain script Hook up the close
Episode 2 - Posts XI-XIV
1/30/25-4/29/25
Dev Standup 11.0: Boring Day - Water Pipeline Map Validation & New Water Features
Nothing super exciting to show off... But I am writing unit tests in game development for the first time ever! Basically I have it set up to check for mistakes in the maps I make. In this case, I'm missing 3 drains that spawn on the map by default. Additionally, I have set up basic configurations for the new 12-13 water features, that's quite a bit :o Demo still not approved, not looking too good. On the bright side, I'm already on making the start of the game 10x better TLDR;
Dev Standup 12.0: Water Inventories & New Water Currencies
Water is now entirely managed by Water Pipelines... So all of the previous features will be accessed on this map (I haven't made that yet). Each block will have a water inventory with all of the above currencies. Debuff ones are bad, bad news!
Dev Standup 13.0: Secret Map
Dev Standup 14.0: Water Drains New Look
Made the Water Drains prettier and matched the colors with the right water resource. On top of this, I will being implementing the new features, start with Water Filtration!
Dev Standup 14.1: Renewed Feature, Water Filtering
Previously Hydro-Pollution Analysis, this feature converts Polluted to Filtered Water. All the different processes will have a unique look to them.
Dev Standup 15.0: Ugh... (The Paradigm Shift Post)
Basics Slowly upgrading current codebase to an even cleaner codebase, which will make it easier and more fun for me to work on Idle Research 2. It will make creating new features so much easier too! Center is the Distilled Water Drain. Left is what the setup was before the cleaning. Right is after. Technicals So I have encountered a major design problem with IR2's code and prefabs. I've been using something called "Inheritance" and it's a long story on why it's not going to work long term. I will be converting most things to something called "Composition" which will allow me to make customizable features much much faster. I will be utilizing both Inheritance and Composition. For example, this Distilled Water Drain prefab is made up of 2 components. If I were to make 100 more of these drains, I would have to readjust a lot of these drain settings and it's a ton of manual work. That's the problem with Inheritance and how I have these magic prefabs set up. Composition essentially splits those 2 components into many, but a lot of these more broad components (such as Cards and Dialogs) are already dealt with and assigned at more broad levels of the Drain prefab (such as Card prefab, Dialog Card prefab, ... eventually Distilled Water Drain prefab). When making new drains, all I need to do is: Copy the parent prefab: WaterDrainDialogCard Change the colors (which can also be done in the code) Add the new Drain script, such as Distilled Water Drain Add other scripts that are needed for this drain Done Previously: Copy the parent prefab Change the colors Add the new Drain script Hook up the close