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:
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Consider making all tiles breakable to give players more freedom and agency in interacting with the environment.
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Clearly differentiate the sprites of breakable and unbreakable tiles to improve visual clarity and intuitiveness - game art part.
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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.
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The tiles are currently removed too quickly—consider implementing a slower breaking mechanic to add weight and pacing to the action.
Andrew:
- The digging speed is too fast; slowing it down would improve the overall game flow.
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