Demersus Devlog #4 - Building the Testing Sandbox

Creating the Unity project and some initial coding.



Simple First Person Controller

I got some inspiration on how to tackle this online, the two things that were important to me as a starting point is using both Unity’s Cinemachine and InputSystem (which is not always the case if you research how people do these controllers).

Long story short, I’ve installed the packages and wrote some simple code to do the basics of:

  • walking (with slight dampening)
  • sprinting
  • looking around (with range lock on top and bottom)

FPS controller

Thanks to the InputSystem these will be easily re-assignable and even at this point should work pretty well across a bunch of different input methods without me having to do anything.

Basic ‘Arena’ Layout

To make things easier (subtle foreshadowing) we decided to go with Unity’s ProBuilder to start things out. This pretty quickly turned out to be both a great and at the same time pretty annoying decision.

So the positive is that I got the basic arena done pretty quickly but the annoying bit is that the UI is pretty severely changed compared to previous Unity versions (the ones I’ve had more experience with due to the use of it for VRChat content creation) and all of the things that were previously easily accessible, seem to no longer be (as they’re hidden around inceptions of menus and sub-menus - which is a bit of a pain in the butt to put it plainly). But, in the end, this should give my bud the tool needed to quite easily create the initial testing level composition.

Arena door puzzle

Initial Door Puzzle

Going with the initial idea I had, I also prepared a very simple door ‘puzzle’ system that basically requires you to pickup certain items so the door opens (I additionally added simple UI for that as well).

What’s Next?

Progress on the Pipeline test was a bit slow the last few days as I had to deal with the first hurdle of the process ( armature issues ). But besides finishing that up, one of the bigger, more important things I want to focus on is flushing out the over-arching creative direction / story of the game more so we have a clearer ‘TODO’ list for things.