Dev Log 1


Technical Aspects

April 19, 2025

I utilized C#‘s inheritance mechanism to divide tiles into breakable and unbreakable types, enabling different effects depending on which tile the player interacts with. Additionally, I implemented Unity’s Tile Palette feature, allowing anyone to easily design and modify the game’s layout without touching code.

Gameplay Design

Inspired by Minecraft, I designed a system where players can left-click to select and remove tiles, and then right-click to place them back on the map. The number of removed tiles is stored in the program, and the player can only place as many tiles as they’ve collected—introducing a natural resource limit.

** Feedback**

Yanick:

  1. Consider making all tiles breakable to give players more freedom and agency in interacting with the environment.

  2. Clearly differentiate the sprites of breakable and unbreakable tiles to improve visual clarity and intuitiveness - game art part.

  3. Introduce an “exhaustion bar” to limit how many times a player can dig. This could offer a more intuitive alternative to simply displaying the number of removed tiles as a counter.

  4. The tiles are currently removed too quickly—consider implementing a slower breaking mechanic to add weight and pacing to the action.

Andrew:

  1. The digging speed is too fast; slowing it down would improve the overall game flow.

Files

RiskyDigger.zip Play in browser
60 days ago

Get RiskyDigger_DEMO

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