Please Note, not all Work was recorded
So much stuff was done. I spent way too much time on videos
What do you guys wana see?
Thanks for the support. Means heaps 🙂
Please Note, not all Work was recorded
So much stuff was done. I spent way too much time on videos
What do you guys wana see?
Thanks for the support. Means heaps 🙂
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?
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!
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!
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.
“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.
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
Unreal Engine: The Tempting Beast
Godot: The Open-Source Appeal
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