Day 14 – Debug, Debug, and Debug
Hi there,
Today I focused mostly on debugging.
At first, placing decor on furniture wasn’t working as expected — but after some digging, I found the cause, fixed it, and now it works smoothly.
That felt great.
But of course, new bugs showed up.
One is related to cursor control. I’m using Unity’s Starter Assets PlayerController
without any modifications, but I’m realizing I need more control over when the cursor is active.
Right now, it’s simply toggled on/off through the UI panel controller, which isn’t ideal.
For example:
- If the player is moving the camera with the mouse and opens a panel, the cursor appears, but the camera keeps moving in the background.
- Another issue: when an item is summoned and there’s an interactive object behind the cursor, the whole system breaks. The idle state is triggered before the summoning state fully activates — but the player should still be in an item-holding state at that point.
Despite the bugs, I’m really enjoying the development process lately.
The game is starting to feel more realistic and interactive. I can place objects in the way I imagine, and it’s satisfying to see it working.
What’s Next
I need to start working on the customer system.
Customers will show up with different needs (food, rest, or supplies). And it’s up to the player to plan the best way to serve them.
This system needs some serious thought because it’s going to be the heart of the gameplay.
I also haven’t finalized the game loop.
I’m still deciding whether the game should be broken into three phases (Preparation → Execution → Wrap-up), or if it should be a continuous, time-based system.
Toward the end of my live stream, I briefly looked into some UI elements, though I had to stop since my son woke up in the middle of the night.
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Thanks for reading — I’ll be back again tomorrow!