Sa-woop, sa-woop!

Now where was I?

Since the last update, I’ve figured out quite a lot about Unity, and a little about myself. As you can see from the above screenshot, I figured out how to configure a particle system (and make the color space shader more versatile), I’ve stubbed out the HUD, and I’ve gone additive. As in additive blending– I’m rendering the scene as if everything is a light source, and nothing can block light or cast a shadow… you know, like my other project… come to think of it…

And thus I realized how much of my work shares a common theme.This is the first game I’ve made that puts a color continuum in the spotlight, so to speak, but I’ve been down Rainbow Road many, many times before. So Run the Gamut may be a fun new experience for someone, but not so much for me.


So I procrastinated.

What, seriously?

Yes. Sorry. And then I got angry on Facebook again. Anyway, time to pick up where I left off. Controlling a flappy ghost ribbon is fun for maybe the first five seconds; let’s give the player their objective.

Mind you, I didn’t spend all of last week laying around. I picked a couple brains at work about how to manage a Unity project as it grows. These aren’t ideas my employer owns– they’re common sense practices that a lot of Unity newcomers learn too late. And while it adds risk to this project, I want to put some of those lessons to use.


For instance, Run the Gamut is presently just a bunch of GameObjects tossed into a scene, with a bunch of clever scripts stapled on them. I already have two color spaces– the RGB cube and the HSV cylinder– and when I use one, I disable the other, and reassign values on a bunch of scripts. Inevitably, these color spaces ought to be instantiated and managed by a system in charge of loading the game. And how do Unity developers author systems, anyhow? I might be sounding like a nitpicker at this point, but if I don’t pick these skills up, I won’t be able to make games any larger than a prototype, and more importantly, I won’t get any sense of craftsmanship– which I think is super important in any creative field.

All right, enough babbling. Time to apply nose to grindstone.



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