Oversteer Racing: Dev blog #10 - The one where it feels like the brakes are stuck on

This month has been pretty difficult. I've really struggled to find time to work on the game. That's largely due to lots of other things needing my attention and reducing the amount of free time I have. When I do find a bit of free time I've generally been pretty tired so I've not been as productive as I'd hoped. It's all just part of the ups and downs of creating things in your spare time but it can be frustrating.

Functional UI

I have carried on working on a functional version of the user interface for the game... I say "functional" because it's definitely not pretty. However, under the hood it's doing what I want and later on I'll revisit the scenes and work on the aesthetics. To be honest I find working with the UI system in Unity hard work. Obviously it's a lot better than it used to be but stuff like validation with regex or displaying error messages etc still seems harder than it should be.

Thinking about live ops

I've been doing a bit of reading about "live ops" in games and whilst I think that might be a step too far for me at the moment it's a really interesting topic. Given that my "day job" mainly involves server-side coding that side of "live ops" doesn't concern me. However, I want to get the core of the game finished before I even think about things like "live ops".

Next month...

Right, I really am going to park the UI stuff and get back to some game play work next month. Now that I've some teams and driver names to play with I'll be tackling end-game scenarios and possibly the two championships (drivers' and constructors').

About Kieren

Director of Mucky Creature Ltd. As it's a one-man games studio I suspect that also makes me lead developer, sound designer, lead artist, marketing director, community support officer etc etc...