06 / Devlog, June 8 '24


GitHub: https://github.com/nebulousmango/Bouba-Kiki

Document references:

  • Game design doc: link

Audio
I added audio to this project because it was meant to be a rhythm hypercasual in its original form, and also because why not! I've been adding sound to all my other projects. If I knew anything about beats I'd be able to make it properly rhythm-based, but for now it's just a sound effect that harmonises with the background track. I've added sound effects and music to all the scenes, and updated my game design doc with the Unity information. 

Falling shape level
This one had some problems with it: it lagged whenever two falling shapes spawned from the same point at the same time, and their colliders overlapped. I was trying this and that out, but it was easier in the end to have them spawn with a second's delay between them. That way they'd never have the chance of running into each other, and it made the falling look a little more organic, like a small rain of pointy shapes. 

Drop-and-merge level
This level's starting to feel like my Waterloo because I've been stuck on it for the past couple weeks, and I've tried out a few variations already. One was my own, and I ran into problems with the shape-merging after I'd set up the shape-dropping section. I looked up some tutorials and followed what they did, but that just made things much messier. I'm in the process of following another tutorial step-by-step, and it's looking a little cute:

Later:
Almost done!

Managed to finish the merging mechanic. The Unity physics makes it look really janky now and then, but the level's more or less done. I've set up the score system and the level end trigger, and sorted out some level reloading problems.

Even later:
This is never-ending work because every time I make a build I run into some new shit. This is me struggling with a lagging play mode trying to test out the fail trigger:

I think everything's done on the desktop and WebGL fronts. Android is a little iffy because I was testing it out on a 18:9 device and everything is out of whack. Which was expected, because most scenes have a mix of UI elements and regular objects with different scaling, and I hadn't checked if everything was going together well enough. But then I checked all the other Android builds I'd made and they're all broken on the 18:9 res! There's no easy fix for it but I'm not invested enough to go through all my scenes and rearrange things when the desktop and web builds are working, so whatever. I'm going to wrap this up today and hopefully not come back to it for a while. It was fun adding this level, but I feel like I completely underestimated how long I'd spend on it. Now I feel all shitty for dismissing hypercasuals, because game feel is actually a tricky thing to get right.  

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