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Idle Research 2 - Developer Standup Blog News - Episode 2 (XI-XIV)

[p]originally posted in Apr 29, 2025 - episode 3 posting shortly[/p][p][/p][p]Hey everyone! I'm back with another set of developer standup blogs from my discord. Posts have been less frequent because of College. I'm about 2 weeks away from graduating! Anyways, I present you the last 14 episodes! *Looking at the earlier posts now... wow, do I love to change shit all the time haha. Just let me cook :) [/p]
Episode 2 - Posts XI-XIV
[h2]1/30/25-4/29/25[/h2][p] [/p][h3]Dev Standup 11.0: Boring Day - Water Pipeline Map Validation & New Water Features[/h3][p]Nothing super exciting to show off... But I am writing unit tests in game development for the first time ever! Basically I have it set up to check for mistakes in the maps I make. In this case, I'm missing 3 drains that spawn on the map by default. Additionally, I have set up basic configurations for the new 12-13 water features, that's quite a bit :o Demo still not approved, not looking too good. On the bright side, I'm already on making the start of the game 10x better TLDR; [/p][h3]Dev Standup 12.0: Water Inventories & New Water Currencies[/h3][p]Water is now entirely managed by Water Pipelines... So all of the previous features will be accessed on this map (I haven't made that yet). Each block will have a water inventory with all of the above currencies. Debuff ones are bad, bad news! [/p][h3]Dev Standup 13.0: Secret Map[/h3][p] [/p][h3]Dev Standup 14.0: Water Drains New Look[/h3][p]Made the Water Drains prettier and matched the colors with the right water resource. On top of this, I will being implementing the new features, start with Water Filtration! [/p][h3]Dev Standup 14.1: Renewed Feature, Water Filtering[/h3][p]Previously Hydro-Pollution Analysis, this feature converts Polluted to Filtered Water. All the different processes will have a unique look to them. [/p][h2]Dev Standup 15.0: Ugh... (The Paradigm Shift Post)[/h2][p]Basics[/p][p]Slowly upgrading current codebase to an even cleaner codebase, which will make it easier and more fun for me to work on Idle Research 2. It will make creating new features so much easier too![/p][p]Center is the Distilled Water Drain. Left is what the setup was before the cleaning. Right is after.[/p][p]Technicals[/p][p]So I have encountered a major design problem with IR2's code and prefabs. I've been using something called "Inheritance" and it's a long story on why it's not going to work long term. I will be converting most things to something called "Composition" which will allow me to make customizable features much much faster. I will be utilizing both Inheritance and Composition.[/p][p]For example, this Distilled Water Drain prefab is made up of 2 components. If I were to make 100 more of these drains, I would have to readjust a lot of these drain settings and it's a ton of manual work. That's the problem with Inheritance and how I have these magic prefabs set up.[/p][p]Composition essentially splits those 2 components into many, but a lot of these more broad components (such as Cards and Dialogs) are already dealt with and assigned at more broad levels of the Drain prefab (such as Card prefab, Dialog Card prefab, ... eventually Distilled Water Drain prefab). [/p][p]When making new drains, all I need to do is:[/p][p]Copy the parent prefab: WaterDrainDialogCard[/p][p]Change the colors (which can also be done in the code)[/p][p]Add the new Drain script, such as Distilled Water Drain[/p][p]Add other scripts that are needed for this drain[/p][p]Done[/p][p]Previously:[/p][p]Copy the parent prefab[/p][p]Change the colors[/p][p]Add the new Drain script[/p][p]Hook up the close button and distilled water chip[/p][p]Jerry rig setting up the main drain views (the drain effects and the chips)[/p][p]Add other scripts that are needed for this drain[/p][p]Copy and paste a new prefab for the Pipeline Config view[/p][p]Other BS[/p][p]Death[/p][p]Done! ❤️😢[/p][p]Each of these scripts are also very small and reference each other in a chain. Card shouldn't have access to Dialog, but Dialog should have access to Card. It is the Dialog's job to set up Card and maintain its' lifecycle.[/p][p]The Ughs[/p][p]I have spent to past week trying to figure out why Water Pipelines was having issues displaying the Water features using Dialogs. This solution will completely solve all the problems I am facing and make my life much easier, and it will feel like the past week has been a waste.[/p][p]I have a ton of components, so it will take a long time to transition. Fortunately, I can do it one item at a time as I work. I wish I went with this system earlier, but it is very good that I have noticed this issue now.[/p][p]Game Developer Takeaway[/p][p]Relying on Inheritance is amazing with web applications, but terrible in Unity. Use Composition if you plan on using prefabs with lots of extensions that add new configurations/features to its parents. I will likely make a video covering this later down the road [/p][p] [/p][h3]Dev Standup 16.0: Back to Features - Water Purifier Concept[/h3][p]Finished most of the annoying stuff I had to redo, but we are so back! I have most of the remaining water features planned out, now I just gotta design them. [/p][h3]Dev Standup 17.0: Getting Busy Again[/h3][p]I am currently in the process of moving apartments, so development has been taking a toll this past week. Here are some more screenshots on Water Purifier and the new neighbor feature Star Collector Lab. I'm mainly in the process of designing as much content as possible instead of implementation, before I lose that creative momentum [/p][h3]Dev Standup 18.0: The Fog (Is Coming) [/h3][p]Despite the exciting title, I unfortunately do not have anything interesting to show, even though it's been over a month. I do have a bit of yap in me today, so let's do this![/p][p]I have been really stuck on a project migration, primarily reworking buttons and game navigation. Buttons have been moved over and they are great. Far easier to customize animations and button effects. [/p][p]While I have been working on this, a lot of code has been moving around. I have started to use an assertion pattern to make bugs easier to find in case I fuck something up goofyblob . This will hopefully make it easier for me to test in between updates so I can run the game and make sure all the assertions pass. I was inspired by Lex Fridman and ThePrimeagen discussing the satisfication of getting all of the asserts to pass in a codebase. Fridman says, "I get to see the payoff of the mindfield of asserts I've laid out before me in my kingdom", which I thought was funny. "Discover errors before they become real bugs". I highly recommend chiming into the interview they had, very inspiring story to new devs or people in tough places. Anyways I called it THE FOG because idk. It's alright.[/p][p]Here is a picture of the reworked buttons as well. (While I am editing this, I want to mention I hate the fact that pictures don't embed in text on here anymore. Bad discord!) A lot of this UI library bs I've been working on is basically investing in the future. Whether it's for my current and future projects, moding support, etc.. I'd rather redo stuff a few times till it's perfect than rush something mid. Plus I always learn new things :)[/p][p]Stay on the look out for live streams in ⁠social. If there's advice to get more of y'all to attend, please let me know! KekYOU [/p][h3]Dev Standup 19.-1: It's Big Brain Time[/h3][p]Reworking on Research again, adding actual game play rather than standalone research theories (unlocks) Involving a library and reading books [/p][h3]Dev Standup 19.0: It's Big Brain Time[/h3][p]After a few hour livestream and some time off, here is the UI for the Library for Research. This will be the new very beginning of Idle Research! You earn knowledge from books and it will be a new cost for research theories (unlocking features). [/p][h3]Dev Standup 20.0: Hired AF!, Context Switching, & Color States/Themes[/h3][p]Hired AF![/p][p]> You read that right, I recently accepted an offer as a fulltime software developer :hmmyes~1:. **How will this effect development?** Since I will be out of school, I strongly believe I'm going to have more time and motivation for Idle Research 2 development! I think the reason why I'm struggling is because of a combination of senioritis and rapid context-switching.[/p][p]Context Switching[/p][p]> I've learned over the past few weeks that rapid context switching can be disruptive to programming sessions. Since I have multiple responsibilities (work, school, life, etc.), I'm stuck with this environment, hence the struggle. It's important to take breaks though heart. When I graduate, that's 1 less dimension I need to worry about. I'm hopeful for the future of Considera + Idle Research.[/p][p]Color States/Themes[/p][p]> Ok ok here's the actual update. I streamed a little bit of this on YouTube, but I struggled to finish this button color situation during those sessions. Today, I'm happy to wrap up this mini-project! All buttons can be assign a "Color State". So in Unity, their buttons have 5 different colors, for each of the states: Normal, Blocked, Selected, Holding, Hovering. My color states allow these button states to change the color of buttons, either with a single controlling color, or colors for each state.[/p][p]> This is probably not making sense, but essentially I have complete control over button colors, and it's automatic **= LESS MANUAL/REPETITIVE WORK** psychedelic_pray . With a factory, I'm able to create buttons, here's a code snippet:[/p]

// Factory method
public static ButtonSingleColorState CreateButton(
ButtonData data,
Color core,
Func coreFunc = null) =>
new(core: core,
stateFunc: () => data.State,
coreFunc: coreFunc);

// ButtonData states
private void VerifyState()
{
if (Blocked) State = ButtonState.Blocked;
else if (Selected) State = ButtonState.Selected;
else if (Holding) State = ButtonState.Holding;
else if (Hovering) State = ButtonState.Hovering;
else State = ButtonState.Normal;
TriggerChange();
}
[p]> ...an example color state for the FAR LEFT button drawer in the picture: [/p]

public static readonly Color WaterColor = "#1CB7FF".ToColor();
public static ButtonSingleColorState ResearchSparkyButtonColorState = new(
core: ResearchColor,
normalAlpha: 0.050f,
selectedAlpha: 0.100f,
hoveredAlpha: 0.025f,
pressedAlpha: 0.010f,
blockedAlpha: 0.005f);
[p]> With thanks to @CreeperKing for the hex-to-color converter![/p][p]> Additionally, I touched up the animators and now the main drawer can collapse/expand. Very pretty too. @podrik is working on sound effect for me. Collapsed is second picture (next post) [/p][h3]Dev Standup 21.0: Finally working on features again[/h3][p]Now that I have the color themes and the button states all figured out, I finally have made some progress on the Library functionality. More details in the meantime. [/p][h3]Dev Standup 22.0: Working on Library functionality[/h3][p]This has been a pretty rough week since I have many essays due. On the bright side, I had a solid session working on the gameplay for the new research library. Not much to show this time, hopefully next post! [/p][h3]Dev Standup 22.1: Working on Library functionality II[/h3][p]I'm not working on my essays like I should be... But Tasks and Jobs are mostly complete, next is the IQ prestige, IQ tree, and then back to Research Theories. Please motivate me to work on my stupid essays tho :( Dev Standup 24.0: Working on Library UI - IQ/Lift Prestiges[/p][p]Howdy lads! Today I present you some new UI I've been working on today. This will contain 2 simple prestige systems for the library. For context, this will be BEFORE Theories, which is also before water... Lots of depth is going on already![/p][p]IQ will be the standard prestige, you gain IQ and unlock new levels of the library. Each milestone will have unique titles displaying in the UI (though I have a goal, I'll explain), and rewards such as new features and multiplicative boosts. There will be a maximum of 7 levels, the last two are named respectively: "The Einstein Memorial Museum" and "The Library of Singularities". The first level is "The Empty Droid Library"[/p][p]Lift to Experience is the name of one of my favorite post-rock bands, and I mention this because it sounds cool to me. This button will reset everything except your milestones and their rewards, but in exchange get Research XP (counted as Lifted XP). The XP counts towards your Research skill, which is vital for the Library Job. I'll also have an upgrade section for lifted XP, but I don't have plans for that yet. So yeah, that's pretty chill :hmmyes~1: [/p][p]If you can't tell already, my favorite color is purple haha. My apartment is feeling a purple RGB for today [/p]
About Me
[p]For those who don't know me, I am Zach. I am the only developer for Idle Research 1, Idle Research 2, and other Considera games. This is more of a free-time hobby, so development can be unstable. Outside of Idle Research, I am a part-time (soon to be full-time) Software Engineer, and a full-time senior in uni. I greatly appreciate patience and understanding for the slower development these past few years =)[/p][p][/p][p] [/p]
Are ya winning?
[p][/p][p]If you are reading this, then YES!! [/p]
  1. [p]Join the Discord: https://discord.gg/9A9CjrSxeu[/p]
  2. [p]Wishlist Idle Research 2: https://store.steampowered.com/app/3420280/Idle_Research_2/[/p]
  3. [p]Lastly: Thank you! Have a wonderful day/night :)[/p]

Idle Research 2 - Developer Standup Blog News - Episode 1 (I-X)

Starting today, I will be reposting 10 days of developer standup blogs that I write on my discord server. These will be delayed but highly detailed posts about what I have been working on for Idle Research 2. You will also see the progression of changes over time, so some things may come and go.

Obviously, there still isn't a demo out... I missed the deadline for the Steam Idler Fest because of a failed Steam review and I decided to completely rework the entry feature. You will see the initial idea in Standup 10.0. Also I have been moving to a new apartment, so the past few weeks have been unproductive.

Anyways, here are the first posts! The earlier ones are a bit rusty

Episode 1 - Posts I-X

[h2]1/18/25-1/29/25[/h2]

[h3]Dev Standup 1.0: First[/h3]
Me from the past few days...
Building rule logic implemented (valid/invalid tile highlighting soon), Blocking building counts, QoL, and build confirmations (delete confirmations soon).

The new dialog component will make creating necessary pop ups super simple. Making it absolutely sucked tho lol

When I finish all of the above, I will connect the existing drains feature to the pipeline, then build out Water Purifier feature


Here's the validation


[h3]Dev Standup 2.0: Water Drains in Water Pipelines[/h3]
Today I will be moving the existing water drains to the pipelines feature.

Attached are concepts of the new UI

After this, I will move on to getting pipelines attached to Research as part of the unlockable feature chain, then on to Water Pipeline skill upgrades


[h3]Dev Standup 3.0: Building Out the Gameplay for Exploration[/h3]
Hey everyone! Here is my standup for today:

Yesterday I started to work on hooking up the Water Exploration pipeline block to the Exploration feature. The idea I came up with is that you actually unlock Exploration before you unlock Water Pipelines. You will go explore to a mystery location that will unlock this new feature. You will be able to gather a different set of materials at each location. For Pipeline Fields, I may do some scrap or valuable materials, don't know yet. I also moved Cartography out of Research, to Exploration. Cartography isn't prob wont be a research thing anymore since you unlock locations via exploring (unless I make an investigation/inspection feature).

Today I will get the exploring feature complete and make the cartography map look more like an actual map. The new design for the exploring feature has improved semantics, plus it's simpler. Anyways this morning, I fixed up some bugs I made while reworking Exploration and Cartography. Later today I'm going to move some researches around to make the Exploration => Water Pipelines gameplay smooth.

If I can get this done and dive into more deeper progression for the Exploring and Gathering features, it will be one giant step closer to a demo... I do fear that it will be very short and lackluster. I'm accepting any opinions on this :)


[h3]Dev Standup 4.0: Hardening + Save System[/h3]
Gonna keep this quiet but I've spent all day getting IR2's save system working, which was a very annoying process, especially related to the Water Pipelines. Also spent the day fixing many small bugs (hardening) as Demo date creeps closer and closer

[h3]Dev Standup 5.0: Research UI + Gameplay Overhaul[/h3]
It feels like it's been a while since I posted... time is moving slowly I suppose. I've been focusing on improving UI and fixing bugs. My main tackle is to completely overhaul Research. I wasn't a fan of the discrete math stuff and the old UI. This will be far more simple to work with, and colorful :^)

Attached is both the new UI concept, and the old UI
Old:

New:


[h3]Dev Standup 6.0: Research UI + Configs 2.0 [/h3]
Today I was able to get the new configs and data working with the new UI. The unlock requirements and rewards look really cool, the entire thing tbh

This overhaul was meant to heavily simply the most important (and the first) feature of the game. Also my goal is to have lore attached to all of the descriptions, changing the card name from "Subtheory/Statement Description" to "Lore". But yeah I hope it looks cool to you all


[h3]Dev Standup 7.0: Research Theories UI Coloring + Rewards[/h3]
Today I have added color coding for some of the UI to indicate the current proving status. Also the requirement and reward chips now update properly, anddd the rewards listed are given. Just need to polish some more and then research overhaul is complete


In action


[h3]Dev Standup 8.0: Settings[/h3]
Today I will start implementing some basic settings. This is what the UI will look like! I will post another stand up when I start working on UI QoL


[h3]Dev Standup 8.1: Settings + Facts[/h3]
Settings panel is complete, but one other thing.......
SCIENTIFIC NOTATION > STANDARD NOTATION FOR LIFE!!!


[h3]Dev Standup 9.0: Settings, Information, Manual Saving, Toasts, Grid Zoom and Pan Mode[/h3]
Today I have implemented quite a bit! With the new pan mode and zoom dropdown, you can easily move the grids around and zoom in and out if you'd like (screenshots 1-3).

Screenshot 4 is the main dialog that will be used for the demo. It addresses some IR1 questions there so hopefully a lot of existing people will see that.

Screenshot 5 is the happy lil toast at the bottom =)

You can access Settings, Information, and close the game (screenshot 6) in the top right corner of the main UI

shameless plug for me friend, listen to his first EP! for fans of funk, electronic, synthpop, and soul. help him out

[h3]Dev Standup 10.0: Changing How Water Works[/h3]
Literally but not literally... Anyways I've spent the past few days reflecting on the game as a demo perspective. I'm not really confident with the current progression, but I have made a good list of things I can do to make Water and other features really fun.

Stay tuned for more info! One of the big decisions is to take away the randomization factor with water and polluted water. Instead, have water slowly convert to polluted and it'll act as a debuff

With the changes, water will go from 4 base features to 13. That is 13 things you can do with your precious water in the pipeline. Map will be a secret for now

About Me

For those who don't know me, I am Zach. I am the only developer for Idle Research 1, Idle Research 2, and other Considera games. This is more of a free-time hobby, so development can be unstable. Outside of Idle Research, I am a part-time (soon to be full-time) Software Engineer intern, and a full-time senior in uni. I greatly appreciate patience and understanding for the slower development these past few years =)

Are ya winning?

If you are reading this, then YES!!
1. Join the Discord: https://discord.gg/9A9CjrSxeu
2. Wishlist Idle Research 2: https://store.steampowered.com/app/3420280/Idle_Research_2/
3. Lastly: Thank you! Have a wonderful day/night :)