In these my last days and weeks in Montreal, I spend most of my spare time poring over documentation, tutorials and example-projects for Unity – and to some extent, Blender – soaking up as much knowledge about and experience with these tools as I possibly can. The goal: to become self-sufficient and able to create games and/or prototypes of games in Unity, entirely on my own. Not necessarily to go at it all on my own, but I figure it will be a good foundation for whatever comes next.
UnityScript vs C#
Secondly, while converting tutorials from one language to the other I’m learning how it’s done in both languages at the same time, and though I’ll sometimes run into stumbling blocks where language-specific implementation of code is required, it forces me to apply my braincells, dig deeper and really figure out what’s going on and why.
Meanwhile, at work…
My final days at work mostly consist of tinkering with AI scripts for an (unreleased) dungeon that I have been working on, updating the documentation for said scripts in preparation to hand it off to whoever will work on it next, as well as diving into an issue that’s been a thorn in my side for quite some time, but which hasn’t had the highest of priorities: Shields.
More specifically, shields that clip through the heads of characters, stick through their hands/arms, are incorrectly positioned/rotated when equipped and/or are seen from the side in the inventory instead of the front (making it hard to actually see what they look like).
Having previously already gone through every single shield-asset in the game and documented what was wrong/needed fixing with each, I’ll now be trying to fix as many of those issues as I can before I pack my things and jump on a plane back to Norway.