Despo Plays
theatrologos.bsky.social
Despo Plays
@theatrologos.bsky.social
Third, looking ahead: Making Baby's Blocks had me smiling all along, but I'll pause on mods for now. In terms of game dev, it's time to bring my newfound knowledge and perspective into the realm of theatre, and start creating for audience interactivity - rethinking gaming, devising and narrative.
June 10, 2025 at 5:12 AM
Second, beautification! 1. A cute logo and home screen to match the game narrative! 2. Color scheme: I went with pink-purple hues for the background and adjusted the blocks' colors accordingly. 3. Cute tokens instead of progress bars. 4. Giggles (you'll have to play to hear those!)
#SmallGameStudio
June 10, 2025 at 4:59 AM
The next step is to finalize the tower progress bar, which sounds easy, but defining the winning conditions for a tower build is not simple in the 2.5D setting. If I set the tower height as the parameter I am met with bugs where the cube counts even though it bounces off the tower..
#SmallGameStudio
May 27, 2025 at 5:17 AM
In the same video another glitch can be observed: a block on the top left corner spinning in place. Previously, this meant gravity issues, however I am not sure of the cause nor how to fix it. I even created a different cube prefab for the Baby Disruption to avoid such issues..
#SmallGameStudio
May 27, 2025 at 5:09 AM
The next step is block bounce reduction and a few types of randomization. I plan to add a randomized timer to have the baby disrupt the tower build, and randomization of block selection from a pool of colors (and potentially shapes and rotation, to achieve a better 2.5D effect).
#SmallGameStudio
May 20, 2025 at 8:14 AM
So far, I have programmed the block instantiation, block movement, and block stacking. It took a few tries to work with Unity's gravity, and it's still not as smooth as I want it to be, but I think the hardest part is done. At least there are no dozens of block fireworks anymore!
#SmallGameStudio
May 20, 2025 at 8:08 AM
Because I had set up the pipes to reappear instead of generating, the code is ugly. I could not assign effects (e.g. vanishing pipes by closest object, changing their size and distance mid-game, etc.) at random intervals every 5 score points, within the project's timeframe.
#SmallGameStudio
May 13, 2025 at 7:19 AM
This was the first time I got to revisit a previous piece. As often in life, I too dreamed big, but achieved less by the end. But in the process I am learning the hard (code) way. Good structure and efficient coding are key to avoid a butterfly effect of limitations later on..
#SmallGameStudio
May 13, 2025 at 6:54 AM
The most unexpected challenge though was setting the score, and that's where I really got into my head. In the end, I used a counter to avoid infinite scoring every time a pipe passed the bird, and called the points into the score text output script. #SmallGameStudio
May 6, 2025 at 7:31 AM
One of my biggest challenges was spawning the pipes. I am not yet that accustomed to the software or to C#, so instead of assigning the pipes a random equidistant generation, I created 6 pairs of pipes and had them repeat once out of the frame. It only works due to the small scale.. #SmallGameStudio
May 6, 2025 at 7:25 AM
In retrospect, I feel that I should have made something more playable, but this will do for the purposes of this assignment. I have yet to find a way to simplify the never-ending "if" statements, but managing the input field for each category of the Mind Map was invaluable practice. #SmallGameStudio
April 29, 2025 at 7:45 AM
Coming from Python, I find C# more complicated and its structure confuses me a lot. This mini-game looks way easier than it felt creating it. Breaking the initial Python script into 3 C# ones was a puzzle of its own, and I had to leave a few features behind..
#SmallGameStudio
April 29, 2025 at 7:36 AM