Today was a continuation of yesterday - figuring out how to make a 64-bit Android build. After finding the settings to trigger a 64-bit build in Unity (you have to switch the scripting engine to IL2CPP, and tick ARM64 as a target architecture), I discovered that the NDK version supplied with Unity is the wrong… Continue reading Day 24 – More Android
Day 23 – Business
First update after a week away. I didn't do much practical work through the week, but I did sort out a few businessy things - decided on a developer name, bought a domain for it, signed up for GameAnalytics and had a poke around their docs and signed up for a Google Play developer account.… Continue reading Day 23 – Business
Day 22 – À la carte
Today I started on a main menu. I don't think it'll be shown much after app load (as the game over screen will also link to settings, privacy policy etc), but it'll provide a buffer for the user that means the game doesn't just start straight away. It'll also serve as a first-visible that's a… Continue reading Day 22 – À la carte
Day 21 – Sounding off
Today I looked back at yesterday's MVP todo list, and dumped it into Trello. Yesterday I'd started implementing the Music toggle, so I finished that (actually completely re-implemented so that it manipulated the Audio Mixer rather than muting audio sources), and added a Sound toggle too (which was much easier as an Audio Mixer snapshot).… Continue reading Day 21 – Sounding off
Day 20 – MVP Focus
Today I decided to hold-off on implementing the tunnel for a little bit and refocus on my end goal. Ultimately I'd like to get something on the app store, and I'm now three weeks (out of eight) into Love Island. We're going for a family holiday next week, so I've actually only got four left.… Continue reading Day 20 – MVP Focus
Day 19 – More tunnels
I've finished off the tunnel clipping work from yesterday. It's easier to show the effect than describe it, so here's a lovely looping gif. Currently the tunnels behave no differently than a straight tile; they're just conveniently placed for the gif. Next I need to think about how to join up pairs of tunnel tiles… Continue reading Day 19 – More tunnels
Day 18 – Tunnels
Late last night Mr Blender delivered the tunnel tile, so today I set about implementing it. It was trivial to get the tile randomly placed, so I started to look at the clipping shader that would be required to stop rolling stock from rendering through the back of the tunnel once it had entered. I… Continue reading Day 18 – Tunnels
Day 17 – Progress bars
Short update today - most of this evening was spent watching the progress bars of Android NDK, Unity 2019.3a6, and the Visual Studio 2019 update download & install. There's a random crash on Android that I need to figure out, and now I've put a development build on there and started recording logs, it's fixed… Continue reading Day 17 – Progress bars
Day 16 – Circular Music
Today I took a break from gameplay and art to do some technical prototyping of procedural music, as proving that out will indicate whether this is a sensible direction to send Mr Music in. Last night I received the sample track broken up into pieces. First thing I did today was prove that AudioClips can… Continue reading Day 16 – Circular Music
Day 15 – Bottlenecks
Today I spent a while looking at performance - I'd noticed the CPU usage was looking a bit high - 18ms is a lot more than you'd expect for the amount of work this game is doing. It turns out most of that is the work I did yesterday to highlight active rails. It turns… Continue reading Day 15 – Bottlenecks


