19/08/2018 Progress Report

What's Working/Changed:

  • DualShock 4 controller support added (Xbox 360 pad currently not supported, I'm working on a solution).
  • Updated to a more recent version of Unity.
  • Added custom inspectors which has improved work-flow significantly.
  • Changed the sprites used for lives.
  • Added additional text on screen to let the player know when they've passed a checkpoint.
  • Launch arguments added so you can change the FPS and Vsync options without needing to do it in-game.

What I Need To Work On:

  • Alternate control methods.
  • Textures and shaders for the models.
  • Continued 3D modelling.
  • Visual feedback from the HUD on various things.
  • Making more levels.
  • Boss fights.

Other Things I'm Doing:

  • HUD design.
  • Sound and Music.


  • Loading enemy, weapon, and boss types into the content creator.
  • Saving and loading for the content creation system.
  • Pause menu options.
  • Graphics/Gameplay/Sound options.

Future Things:

  • Art assets.
  • Saving/Loading.
  • Main menu stuff.
  • Difficulty levels.
  • Bonus stuff.

A Few Other Words:

I don't think I've posted on a Sunday before.

Anyway, past couple of weeks I've been feeling dreadful, which has limited the amount of work I can get done. That said, putting in custom inspectors has made my life a little easier for making boss fights and checkpoints. Unfortunately there's still some issues I need to sort out, so using it for each wave isn't really possible yet.

As for controller support, it works for DS4, but 360 pads will have to wait a little bit. Unity's Input Manager is pretty awful to work with as you can't change inputs on the fly and there's no distinction between XInput and DirectInput. Which is what led me to update Unity so I can use other people's input managers from the asset store. Hopefully that will let me fix the problem.

Demo Day 22 is from the 7th of September to the 10th. I don't know if I'll be able to get a demo out for that, but I'll try.

Right now I'm trying to figure out a better road map for getting stuff done. Right now I think it's likely this game won't be done until sometime mid-next year. Feature creep is one Hell of a thing, but I'm starting to get a handle of it. That said, the changes and re-writes are starting to take up more time than they're worth, even it occasionally means better quality of life for development.

I'll try to not get sick again, and not let the slew of game releases I want to play distract me from dev'ing.

Get Bullet Hell Lane Shooter

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