Wow. Can’t believe I’ve never posted an update about this.

Things have been on pause for a while (since the last post). This is largely due to the fact that it’s hard to coordinate our efforts to work together right now. Life is crazy.

This project may be on hold for a while, until we can get Mark up to Columbus. But it will still happen! Likely not going to be until 2019 however. Keep checking here for the most up to date news.

What do you want to see?

What kind of things do you want to see from this DevBlog? We currently have posts talking about code, and showing off screenshots, and general progress as well. But if there is a certain kind of content you’d like to see more, or something we haven’t even covered, please leave a comment!

Once all the paperwork goes through, I’ll likely make a social media presence more felt and have these blog posts auto-shared to them. Thus making the blog a bit easier to follow.


Been mostly working on documentation. Mark and I are brainstorming equipment effects and abilities right now, and we’re keeping things over at Google Drive.

As such, not a lot of Unity specific progress to show off. I plan to take some time this weekend though and finish the basic skeleton layout for a few of the menus. Will likely share some screenshots/gifs when I do.


So, I posted that gif of the title screen on reddit the other day. A lot of good discussion going on. Something came up thanks to u/Archimagus that caused me to refactor the code that moves my camera.

Previously, it looked something like this.

if (currentDirection.x == 1){

if (transform.position.x < targetPositions[x].x){

Move camera code



This went on for direction being -1, and for y and z as well. All in all, to move the camera was 122 lines of code.

After Archimagus reminded me of some basic functionality, it’s now looks more like this:

if (Vector3.Distance(transform.position, targetPositions[x]) > threshold){

Move camera code


And that’s it.

18 lines.

104 lines of garbage code eradicated. Felt pretty good. I also use Mathf.SmoothDamp now for determining the movement, and it makes it a lot smoother.

Needless to say it makes it obvious both how new to Unity I am, and how rusty I am at programming that I forgot about calculating the distance between two Vector3’s.

Note on Graphical Assets

I just wanted to make a note that the graphical assets of Dungeon Diver while it’s in development are not indicative of the final graphics or style we may be going with. Right now we’re mostly using free assets off of the Unity Asset Store just so that we can more easily visualize what we’re doing, as neither of us are artists to any decent degree.

Some assets (such as the menu stuff that I haven’t showed off yet) are more likely to be final however.

Just something to keep in mind as more things get shown off! 😀

First Pass of Design Document Complete!

We completed the first pass of our design document today! We have basic information of all of our systems, along with gameplay, npcs, and more.

The entire thing is 18 pages long. Now we begin doing our second pass and detailing, along with starting separate documents to details specific things such as equipment, abilities, and such.

I’ve also gone ahead and added a link to our Trello board for Dungeon Diver within the Projects menu drop down, in case people want to keep an eye on our progress through there as well.