Developer News - October 2025
[p]Hey!
Its been another month and time for an update from the developer - aka me 🤓[/p][p][/p][h2]Status on Firing System[/h2][p]The main focus is still on the Firing System, as I really hope to have some sort of a Firing System ready for the December release![/p][p]However, this month have been pretty hard, as I have tried a lot of different approaches, but none of them really felt right. So it feels like moving 3 steps forward and then 2 back again.[/p][p]Part of the problem, might, have been that I have too big an idea for this system, so I overthink it. [/p][p][/p][p]Therefore, I'm now focusing on making an as simple as possible implementation that works.[/p][p]Then I can push this to Experimental and get people feedback and we can take it from there.[/p][p][/p][p]So, yesterday I started, again-again, on a simple implementation that is coming a long pretty good.[/p][p]![]() [/p][p]I won't describe it now or anything, as it most likely will have been changed many times before you can try it.
[/p][p]I won't describe it now or anything, as it most likely will have been changed many times before you can try it.
Just want to share some screenshots, so you can see how it looks right now.
![]() [/p][p]
[/p][p]![]() [/p][p]As you can see from the screenshots, I'm going away from initial approach I had for having physically objects in the game to act as "modules", "firing system controllers" and to fuse things up.
[/p][p]As you can see from the screenshots, I'm going away from initial approach I had for having physically objects in the game to act as "modules", "firing system controllers" and to fuse things up.
The issue with that approach was that things were very quickly getting impossible to get an overview of, as fuses were going left and right like there was no tomorrow.
With this new UI based approach, where managing the actual firing system/sequence and the configuration of an firework item is all done in UI.
This hopefully will make it easier to make am implementation where you can get an better overview of what you are doing.
Time will tell - it's sadly still very early in progress as I'm having to keep starting over.[/p][p][/p][h2]A lot of updates[/h2][p]As you can see in the Change log section below, I have also pushed a lot of updates this month, which of cause have taken a lot of my time. [/p][p]However, these changes were needed and part of staying up to date with Unity updates to a certain extend. One of the updates for instance included the very critical security update from Unity.[/p][p][/p][p]It was a short Developer News this time, but I need to move on as December is approaching fast![/p][p][/p][p]That's all for now 🤓[/p][p][/p][h2]Change log[/h2][p]I have pushed the following updates since last Developer News.[/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink] [/p][p] YouTube | Twitch | Twitter | Discord [/p][p][/p][p]- Enjoy![/p][p][dynamiclink][/dynamiclink][/p][p][/p]
Its been another month and time for an update from the developer - aka me 🤓[/p][p][/p][h2]Status on Firing System[/h2][p]The main focus is still on the Firing System, as I really hope to have some sort of a Firing System ready for the December release![/p][p]However, this month have been pretty hard, as I have tried a lot of different approaches, but none of them really felt right. So it feels like moving 3 steps forward and then 2 back again.[/p][p]Part of the problem, might, have been that I have too big an idea for this system, so I overthink it. [/p][p][/p][p]Therefore, I'm now focusing on making an as simple as possible implementation that works.[/p][p]Then I can push this to Experimental and get people feedback and we can take it from there.[/p][p][/p][p]So, yesterday I started, again-again, on a simple implementation that is coming a long pretty good.[/p][p]
Just want to share some screenshots, so you can see how it looks right now.
The issue with that approach was that things were very quickly getting impossible to get an overview of, as fuses were going left and right like there was no tomorrow.
With this new UI based approach, where managing the actual firing system/sequence and the configuration of an firework item is all done in UI.
This hopefully will make it easier to make am implementation where you can get an better overview of what you are doing.
Time will tell - it's sadly still very early in progress as I'm having to keep starting over.[/p][p][/p][h2]A lot of updates[/h2][p]As you can see in the Change log section below, I have also pushed a lot of updates this month, which of cause have taken a lot of my time. [/p][p]However, these changes were needed and part of staying up to date with Unity updates to a certain extend. One of the updates for instance included the very critical security update from Unity.[/p][p][/p][p]It was a short Developer News this time, but I need to move on as December is approaching fast![/p][p][/p][p]That's all for now 🤓[/p][p][/p][h2]Change log[/h2][p]I have pushed the following updates since last Developer News.[/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink] [/p][p] YouTube | Twitch | Twitter | Discord [/p][p][/p][p]- Enjoy![/p][p][dynamiclink][/dynamiclink][/p][p][/p]