Mayu’s Lantern Devlog #1
Welcome to the first real dev log for Mayu’s Lantern!
First off, I made a not so small investment in assets off of Unity’s Asset store. I’ve been eyeing Styny’s set of assets for a while now, and the Adventure and Dungeon packs are perfect for what I’m looking for with Mayu’s Lantern. So above, you can see the beginning of the demo level using these assets! I also acquired some rigged monster assets, to use for the monsters in the game. Mayu is still just a red person but I do plan on modelling her properly.
A good portion of this week after this was building a game plan for the next few months. I’m at a point now where I have most of the system built in at least a simple way, and really need to put together a playable demo/vertical slice. That’s now the plan! By the end of August, I am planning on having a fully playable standalone demo, that’s hopefully about an hour or two of content. To do this, I’m using an awesome project management website called HacknPlan.
It’s a lot like Trello, if you’ve used that, but with a lot more organization (in my opinion) than Trello has. It’s free to use, doesn’t have adds, and you can create your own tags and categories for whatever you need. Moreover, and what really drew me to it, was the ‘Game Design Model’ section. It allows you to create a living, breathing GDD (game design doc) that you can reference in your tasks or create tasks for. I am terrible at keeping a GDD, but I’m hoping this is much easier to keep up to date!
Once that was done, I implemented a simple system to show objects the player can interact with. Input prompts in most games show up when the player is in a place they can do something, so I put simple world space canvas’ into the interaction trigger zones. The only issue is that they’re way too small, even at the standalone size, and I’m tempted to move it to over the player’s head instead.
My final task for the week was implementing foot IK and, well, it kind of works? I have to rebuild a lot of logic for the player controller before I can really get it working though. The player won’t hold herself up if I move the collider up to allow her legs to move. Which leads her to crumple or not be effected at all. Rather hilarious if completely unnecessary.
A light week this week; spent the few weeks prior working ‘overtime’ - I set myself up to work 6hrs a day Monday through Friday, and ended up working weekends and late just because I could - and needed to recharge.
That’s it for now! Please look forward to the next dev log!












