Day 6 – Summoning System & Streaming the Journey
Hi, I’m back again!
Today I continued working on the inventory system. In my last post, I asked a question about hotbar vs direct placement... but clearly no one’s reading this yet—I didn’t even get a single thread on X (haha, no hard feelings!).
Still, I found my own way forward.
I decided to implement a summoning system, where you have an inventory tucked away and can select items to summon into the world. It feels clean and gives more flexibility down the road.
To make this work, I needed a way to create icons for each item. So I asked GitHub Copilot to help me generate a Unity tool for that—and voila, it actually works! Little wins like this make the dev grind a bit more exciting.
I also streamed some of my development process on YouTube today. If you’re wondering why I’m livestreaming to a room of zero people—it’s part of my personal challenge:
Daily blog. Daily stream.
It’s still just the beginning of this journey, but somehow we’ve already hit Day 6!
What’s Next?
There’s still a lot on my to-do list:
- Refactoring some rough parts
- Polishing the UI
- Making in-game messages more readable
- Adding customization features
- And much more...
On top of that, I’m currently writing the next chapter in the backstory—how our protagonist, Yoo Kanghyeon, ended up running a shop in an abandoned dungeon.
Please stay tuned for more updates and excitement!
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And yes—video editing for YouTube is on the roadmap too!
Thanks for reading, and see you in the next post!