Unity Input System: Persistent Input Rebinds

There is a common belief among game developers I have talked with that Unity is somewhat lacking when it comes to player input handling. And while I do agree, for the most part, the folks at Unity have been hard at work on rectifying this recently through the introduction of the new Input System. However, even that comes with plenty of flaws. One of them is the way input rebinds are handled. Or more specifically, Read more…

Project Spellcast Devlog 1

Project Spellcast Devlog #3: Offensive Spells

I have a bit of a confession to make this week. I may or may not have worked on the game’s code for a total of one hour, due to a variety of reasons. So, in this devlog, I decided to talk a bit more about the game’s design elements. And more specifically, I will talk about the offensive spells I have planned for the game. Now, keep in mind that these are already implemented Read more…

Project Spellcast Devlog 1

Project Spellcast Devlog #1: The Spells System

Disclaimer: All the art you see in this devlog is nothing more than a placeholder! Now, with that out of the way, welcome to the first actual devlog for Project Spellcast. This week, I managed to complete a major milestone, which I am quite proud of. I laid down the foundation for the spellcasting system itself and managed to implement two basic spells as well – Fireball and Voidball. However, I seem to be jumping Read more…

New Project

Project Spellcast Devlog #0: Introduction

For the past several weeks, I’ve been looking for a new project for myself. I toyed around with several ideas during this time, but none of them resonated with me well enough. They were either too dull and unoriginal or too ambitious to pull off at this stage, considering my time constraints. In the end, however, I came up with an idea that I actually like and decided to run with. So, welcome to the Read more…