Programming

BOSS IT DEV DIARY 00010 – LAYER ISSUES | FLY Fly in from behind Camera | 3D Sound | Fixed some UI

Please Note, not all Work was recorded

Setting different Pitch Variables as Public for more fly customization
Fixed Overlapping fly onclick issue*
Fixed Stamina not working*
Cleaned up some messy scripts
Re-did the Pause Menu so elements aren’t in players way
Added an Onclick Tally for later Accuracy calculations with Score
AudioListener moved to spider and setup to 3D fly sound effects – cool
Flys now Fly into the Scene from behind camera
Fixed some UI issues and bugs

//TODO: * potentially issue in FlyPool with Onclicking for already used pooled Flys, I cant remember if I’m even using one, might need to if I’m not. Stamina issue is a strange one, I need to reference it in script as SpiderStamina.GetComponent(Whatever)() Requires further investigation
Pause Menu still has issues
Use Flystate to represent a intro or not playgame fly and when Entering gamefield eg // FlyState.Entr

————— BONUS FOR NEXT VIDEO ——————
We worked on a Design of a Boss Style Catepillar Enemy Stay Tuned
Created a Dialogue and Story Line and Voice Acting with a Friend.

Started work on a Prologue / Tutorial Scene
Anything you want to see? Ideas? Let me know. Want to Contribute?

BOSS IT DEV DIARY 00009 – TMPPRO | UI | ANIMATIONS SCORING | Not using UI Tools in this project.

Spent most of the day Animating Scores, making it work with the UI and Layers. I did install UI Tools way back during remaking Webster, but my game code relies heavily on layers and already working with Unity UI elements as is, so i decided not to use UI Tools at this stage.

The Leaching mechanic for Stamina was fixed and visually represented. Fly Freak Mode also more obvious and score doubles. UI and elements and game objects are all all layered correctly.

I didn’t record all my work today. Half my work was cut from the video due to time contraints and i was just on a mission to get it done.

//TODO: Feed Small Stamina to player on Fly Traped also, so player has no excuse not to have stamina.
//TODO: Repeat this process for Health possibly unify Script for UI handling

I’ve put a lot of time and effort into making videos. If you’re enjoying what you see, please consider liking and subscribing. Your support makes a huge difference and gives me the motivation to keep creating. With more subscribers, I can dedicate even more time and energy to bring you the best content possible!

BOSS IT DEV DIARY 00008 – How I made music for my Game in FLSTUDIO & import to Unity – Workflow Hack

My process for making not fantastic music in less than 1hr

I’ve put a lot of time and effort into making videos. If you’re enjoying what you see, please consider liking and subscribing. Your support makes a huge difference and gives me the motivation to keep creating. With more subscribers, I can dedicate even more time and energy to bring you the best content possible!

BOSS IT DEV DIARY 00007 – How I Create 2D Enemies using AI and Gimp with Unity3D – Workflow Hack

My process for making 2D Characters that requires NO Art skills.

I’ve put a lot of time and effort into making videos. If you’re enjoying what you see, please consider liking and subscribing. Your support makes a huge difference and gives me the motivation to keep creating. With more subscribers, I can dedicate even more time and energy to bring you the best content possible!

BOSS IT DEV DIARY 00006 – GUI/Ambient Audio | FLStudio | StaminaBar | GetComponents | Commit to Git

I Let Youtube remove music and it made a mess of the audio.
Worked on AudioManager for GUI and Created Ambience Mixer
Created Score Points Tone in FLStudio
Got Stamina Bar working, Feeds player when Fly killed and drains when player runs
Troubleshooted UI issues for Points and Scoring, trying to find where audioclip is being played from. was on the Fly. (Not ideal)
Fix GetComponents on legs getting more than leg animators
Adjusted Fangs animations
Commit to GitHub
Created a Build that works well.

BOSSIT DEV DIARY 00005 -Scriptable Objects? Lightening+Thunder – Timelapse Development of Webster

“Webster’s Development Journey: From GoDot Back to Unity”

BOSSIT DEV DIARY 00004 – Adding Health Bar – Making Mistakes – Timelapse Development of Webster

Dev Diary 00003 – From GoDot Back to Unity

“Webster’s Development Journey: From GoDot Back to Unity”

After two years of trying to move Webster to GoDot, we decided to return to Unity, sticking with what we know best. This decision has been a major turning point for the project. With the introduction of AI tools, our development has accelerated like never before. Our creative and programming potential has reached new heights, and every day brings exciting new challenges. Plus, we’re composing all our own music and sound where possible, further personalizing the experience.

We’ve completely remade Webster, and in this video, you’ll see the stark difference: before AI, with just 0.5 years of experience, versus after AI, with two solid years of growth and learning. The improvements are incredible.

The goal is to publish Webster, and whether it succeeds or not isn’t the point—this journey has been all about persistence and passion. Success doesn’t happen overnight, and it’s that drive that keeps us moving forward.

This video shows a glimpse of Webster before (Unity 2022 and prior) and after (2024+), showcasing just how far we’ve come.

 

Our Shift to Unreal Engine 5: MoboNode’s Experience Beyond Unity3D

MoboNode is a passion project where players take on the role of Dr. Boss, a computer scientist shrunk down inside an old PC whilst investigating AI Ethics at CERN. As he navigates a hazardous environment, he will battle digital threats and demonic entites, repair malfunctioning components and maintain the PC. The game is structured around linear missions involving fixing components, defeating enemies, and uncovering the fate of other scientists.

VIDEO PREVIEW OF IN DEV

 

Core gameplay revolves around base building and combat. Players can craft tools as weapons—like screwdrivers and EMF bombs—to combat rats, roaches, demonic entities, viruses and rogue updates (anything you expect to find inside a PC case). A base of operations exists inside the Power Supply Unit (PSU) serves as a safe zone for crafting and resting, creating a balance between exploration(combat) and strategy. The visual style leans into a retro aesthetic reminiscent of classic FPS games, while character design reflects a blend of human and machine elements. Key locations feature distinct environments, from the chaotic motherboard to the safe haven of the PSU.

After years of building MoboNode in Unity3D, we faced a pivotal decision: stick with what we knew or embrace the cutting-edge features of Unreal Engine 5. This was over a year ago! While the transition has presented its challenges, we firmly believe it’s the right move for our project.

We want MoboNode to stand out visually, and Unreal Engine 5’s advanced rendering capabilities, like Nanite and Lumen, promised to bring our vibrant world to life in ways Unity simply could not. Nanite allows for incredibly detailed assets without the usual performance trade-offs, while Lumen offers dynamic global illumination, creating realistic lighting that adapts in real time. This leap in visual fidelity has opened up exciting possibilities for MoboNode’s aesthetic, allowing us to create a more immersive experience for players.

However, switching game engines is no small feat, and we quickly realized the journey would not be without its struggles. Here are some key challenges we faced:

Unreal Engine 5’s Blueprints system feels like learning a new language. It offers a robust visual scripting environment that, while powerful, can be overwhelming compared to Unity’s simpler interface. As someone who prefers coding in C#, embracing Blueprints has become a necessity to fully leverage the engine’s capabilities. This shift required us to adapt our thinking and workflow significantly.

Migrating assets from Unity to Unreal was another hurdle. While some assets could be converted, others needed to be reworked or recreated to fit Unreal’s framework. This process was time-consuming but ultimately rewarding, allowing us to revisit and enhance our art and design.

Despite these challenges, the decision to switch to Unreal Engine 5 has begun to pay off, enhancing the overall vision for MoboNode.

Keep up-to-date on Development or contact us to get involved –> https://www.bossit.net.au/welcome-to-boss-it/programming/mobonode/

Unity3D | Unreal Engine & Godot | What to choose?

They are all great Engines and nothing is ever 100%. Utlimately it boils down to what kind of work your going to be doing, solo or team and/or creative art style 2D or 3D? Myself, I like to DIY everything and not use other peoples assets (I use Gimp(2D art) Blender(3D art) and FlStudio (Music Production).

If i were a starting Developer and making only solo games, using simple pixel art style, I would choose GoDot hands down. If i were a more 3D enclined artist, maybe have a team, dont mind lisencing agreements, then I would go with Unity3D, and if i wanted to focus on c++ and Realistic Environments, I would go with Unreal, However I would expect it would be a large investment of time to master.

Unity: Pragmatic Choice

  • Familiarity: Unity’s user-friendly interface and C# scripting language align with my existing skills, i have about 20+ projects in Unity3D since 2018 and used it for my University assignments.
  • Quick Deployment & Prototyping: Unity’s rapid development cycle and cross-platform support. Prototyping is easy, building on mobile is easy.
  • Strong Community: Extensive documentation and a supportive community aid in troubleshooting and learning.

Our Webster Game - Still in Development

Unreal Engine: The Tempting Beast

  • Impressive Graphics: Unreal’s graphical capabilities are unmatched, creating stunning visual experiences. My machine struggles with the Matrix Demo running a $600 video card. We also lack an artist.
  • High Learning Curve: Unreal’s complexity and resource requirements can be challenging, especially for solo developers.
  • Potentially Overkill: Unreal Engine 5’s advanced features may be excessive for my current projects.
  • HOWEVER if i was a newbie, id start with structured Unreal courses and/or playing around in GoDot.

Godot: The Open-Source Appeal

  • Simplicity and Flexibility: Godot’s lightweight nature and intuitive design provide a refreshing alternative.
  • Open-Source Philosophy: Godot’s open-source nature aligns with my values and provides freedom in development.
  • Limited Experience: While intrigued by Godot’s potential, I haven’t fully explored its capabilities yet. I did start to re-create an existing project in it, and got quite far however I struggled with its Sprite system and had to start using 3rd party apps to do splicing and things.

Unity as the Practical Choice

Less delays, less procrastination, when using unity and it meets my current demands, I remain open to exploring Unreal Engine and Godot further as my skills progress.

In Conclusion

  • Practicality Prevails: Unity’s practical advantages make it my engine of choice for current projects.
  • Openness to Exploration: While committed to Unity, I acknowledge the potential of Unreal Engine and Godot for future endeavors.
  • Game Development Journey: As I continue to grow and learn, the dynamic landscape of game development promises new adventures and discoveries.
  • My dream would to be able to make full envrionments in Blender and UE5 utilizing Nanite and Lumen on my own models, but that would take up my entire life.