Saturday, April 22, 2017

Working on some stuff

I've been working on some 3D models to help pay for my Game Development (and to help supply me with an income). So I created 3 firearms so far to sell on the Unity Asset Store.

None of them have been approved yet, so none of them can be seen on the asset store yet or be bought. Just trying to help explain why I haven't been active on the blog recently!

Sunday, April 16, 2017

Colony_ 10 "Bigger Map & Basic Implementations"

I've expanded the map border by 4x. This means I'll be adding more islands to the world along with one really big one, so there'll be plenty to explore! I'm also working on a very rudimentary environment system that will be able to manage the world's weather, but it's all numbers right now. I've also implemented another rudimentary system for animal population, but it's also all numbers right now. This means that all I've got for this entire post is numbers and no screenshots. Sad. But it's great progress (It's just not visual progress)!

Colony_9 "Concept Art & Items"

I haven't gotten around to making the final 3D models yet, and I've got a lot of ideas for some things the player can build. So far I've made three concept art drawings for some things the player can build, not necessarily guaranteed that this is what they'll look like, and I'm not sure on the second and third one, but we'll find out!

Added Items:
Plant Fiber

Added Recipes:

Fixed glitch where looking at multiple items would cause item display to pop up multiple times and then remain there permanently
Fixed many many bugs related to crafting

Sorry that it's not the biggest update in the world, but it's mostly programming problems that were solved in this one.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! :)

Friday, April 14, 2017

Colony_8 "Crafting Complete"

Its been awhile since my last post, but I've got a lot more going! The crafting system is finally complete with the ability to place items from your inventory in slots, select what you want to craft based on what items you have in those slots, and actually, have the game craft the item you select.

See how hard it is for me to make this into a long post? That's 300+ lines of code I just explained in a couple of sentences. (Which is why showing visual updates like adding new mountains and such is more exciting for you all). But sadly all I've got is this kick-ass list of new things:

Added Features:

Added Resources:

Added Item Categories:
Crafting Material

Added Items:
Small Rock
Large Log
Small Log
Large Handle
Sharpened Rock

Added Recipes:
Sharpened Rock

Fixed bug where wouldn't update craft options if you used exactly how many you have in your inventory for crafting

Every item also has an ID (which I couldn't believe how useful that actually is to have).

So as you can  see LOTS of programming progress (and gameplay progress) but it's still the sort of progress that you can't really take a picture of without giving away the gameplay - which I wouldn't want to do! So, we are pictureless.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Sunday, April 9, 2017

Colony_7 "Foundation for Crafting"

This is an extremely big update.

Programmed inventory arrangement based on what tabs you have open (Crafting and Inventory).
Added crafting slots.

Now these both may not sound like much, but the first one is literally an entire system for the UI for the inventory to work on.

And the second one is hours of talking to myself, hair pulling out, problem-solving, and feeling like the edge of insanity is close at hand, oh and is worth about 200 lines of code.

So though it may not seem like much, this lays down the foundation for the entire crafting system. Players can now put their items from their inventory into the crafting slots. It also calculates the total amount of that item you have in your inventory so you can't exceed that limit, along with some other major calculations to help make sure everything works the way it should. Now that all of that is done, I just need something to calculate what you have in those crafting slots and display other stuff based off of it (Options of things you can craft).

So, though it's all in text and there are no screenshots, I can assure you this is just as big of an update as the last one where I did major inventory groundwork.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! :)

Saturday, April 8, 2017


Today has been lots of hard work on the inventory system. But I decided to take a couple of screenshots just to stop things from being boring!

I made the Inventory script way more efficient and removed nearly 190 lines of code that wasn't needed anymore because of how efficient I had made it!

Made "Max Slots" so now the inventory has a certain amount of slots that can be used at a time and this limit will be able to be increased in the future with things like Backpacks or other objects for carrying materials

Made all inventory slots update on the UI & in the code, and then I fixed a LOT of inventory related bugs (Picking up multiple items, using more slots than you actually have, and more).

That's definitely a LOT of work, but since that's all programming there's nothing interest for you to see in that regard, so here's a picture of some of the new tree models being used in a new in-beta system I'm creating to generate wildlife, trees, and resources:

And finally, I still recommend that you all join our Discord! Talk about game development, mess around, or mix the two up:

That's a programmers version of a meme.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! :)

Friday, April 7, 2017

Blakes Development on Discord!

If you ever want to speak to me, or play some games with a few of my friends then you can join our discord! Now this Discord may be dedicated to Game Development, but it's also a hangout for Gaming so don't be surprised if some other characters end up joining you in the chat!

You can go ahead and join the discord here:

Hope to see you there!


This update is very visual, I've been working for awhile to make these models and textures. As you all know I'm all about making sure my game can run on low-end PC's while still fitting the graphic style. This is very hard to do with the sort of game that I'm creating so I had to re-create the trees multiple times over and add some other terrain props.

I removed the original tree (Because what kind of tropical island would have those?) and added two new trees. I call them "Tropical Tree" and "Jungle Tree". I've also added some new environment props that will be interactable in the future.

They look a lot better in-game of course.

Now I've also designed some other new models that I don't want to reveal yet as well as worked on the inventory system. It will now (for the first 3 slots so far) display what item you have in that slot as well as show the count of items that you have. You can also now toggle the inventory screen by pressing I.

I'm working right now on reducing the lines of code in the inventory system and making so all inventory slots can update the UI without having to repeat the same lines of code over and over again (Making things easier on me, and on the system).

*And yes work is going WAY faster now that I'm just making a SP game instead of MP.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! :)

Saturday, April 1, 2017


Lots of visual updates, (been gone all week) but I've got a few screenshots for you. First is of the main island, and second is a "Sneak peak" at the new in-development islands

I've also got some concept art for the inventory:

It's not the most beautiful thing in the world, but I'm hoping to make something of it. I've got some ideas :)

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)