U.G.G. Development Log 2 - Taking Shape


Progress on the project has admittedly been sluggish due to motivation issues and the fact that this week is supposed to be a break from work after a trimester of prototyping, so whenever I hit too many brick walls -- there have been a lot of brick walls lately -- I'd stop forcing myself to work on it and just relax and enjoy my time off.

But with my next Trimester starting in a week, I want to motivate myself to keep going and convince myself that I can finish this game.

Anyone who deals with motivation retention issues caused by things like ADD or Depression can understand how difficult rekindling motivation for a project can be.

Fortunately, the main physics for the glider is almost complete, and there is only one major physics issue I have to address. I already have come up with a potential solution for this dilemma, and I will implement and test it not long after writing this development log.'

On another note, I have gotten sick of using the Unity primitive sprites for my hang glider and decided to create a simple placeholder sprite to make the project seem more tangible, as well as provide a more accurate reference for testing and tuning the physics interactions between the player and the game environment.


There are not many usable hang glider sprites I can source for testing, and I am not an experienced artist outside of Blender. So I found a very well-made diagram on a hang gliding website about physical hang gliding simulators for training purposes, and used that as my reference image for making a hang glider sprite.

The asset is made using Inkscape, and I haven't decided if I intend to detail it and use it in the final build or not.

But I digress, the point is, after a week of spotty progress and scarce motivation, I picked myself back up and continued the project.

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