Previous Devlogs up to today


Fall Up Devlog Day 1: 4/24/2025 (AM)

I have not written anything down yet because I didn’t care to, so work so far is not recent. But anyway, so far, I have created physics based movement for the character (I’m thinking of naming them Gary or something like that), and the grav gun has been added and works surprisingly well. I [hopefully] will start working on extra obstacles for the levels next time.

Current problems:

  • uncheckedRunning slides for a while after stopping
  • uncheckedPlayer doesn’t lock upright based on gravity (my current fix is currently causing rotation lock and is very clunky)
  • uncheckedGrav gun increases strength of gravity based on distance
Fall Up Devlog Day 2: 4/29/2025 (PM)

Today, I tried to resolve the issue of upright locking. It failed miserably. I tried recording the current rotation, then resetting it after setting the up direction. The problem was that it now did not interact with the up direction, so as I was messing with that, I got 45° rotation lock, and the up direction changes jarringly fast. I will need to work on that before continuing work. See ya later!

Current problems:

  • uncheckedRunning slides for a while after stopping
  • uncheckedPlayer locks up direction surprisingly fast, and rotation is not full 360°
  • uncheckedGrav gun increases strength of gravity based on distance
Fall Up Devlog Day 3: 5/9/2025 (PM)

I worked some more on trying to get the rotation working. This time, I decided to try tweening a t value, and interpolating the rotation with the up direction. This worked beautifully. However, the y rotation is constantly (slowly) turning towards 180°. This is causing a 90° rotation lock. Hopefully I can fix this simply while using my current solution. Maybe someone can help me?

Fall Up Devlog Day 4: 5/14/25 (PM)

I didn’t get much done today, what with homework and forgetting and dinner. I continued work on the rotation problem, but didn’t get far. Solution is still the same, and I learned that AI cannot help with development or coding. Better luck next time? 🍀 🤞🏾

Fall Up Devlog Day 5: 6/5/25 (PM)

I decided to try to undo the gravity and work on it later. I created a ball for puzzle button pressing, as well as a picking up items system. Feeling much better now.

Fall Up Devlog Day 6: 6/6/25 (AM)

I’ve noticed a small error in the pick up system, where the player drops the item as it falls outside of the raycast. I feel that this could become a feature, adding more difficulty to the puzzle game. I made a button as well, but it launches the player up for some reason instead of moving down.

Fall Up Devlog Day 7: 9/18/25 (PM)

Oh my god. I’ve neglected writing in the log for a bit, so there is much to tell. I fixed the button by changing it to a trigger hitbox instead of a physical one. I added a glowing ball and cube unaffected by gravity. I turned off all lights while making the glow ball, and screwed up all of the lighting. Today, I came back, and fixed the lighting by instead of using emissive materials, I used point lights for the glow ball and area lights for the ceiling lights that I added. I removed the grav mat texture because it looked creepy, and now the grey-white shiny material looks very good. 

Haven’t done problems in a while, so here’s an update;

Current problems:

  • checkedRunning slides for a while after stopping
  • checkedPlayer locks up direction surprisingly fast, and rotation is not full 360°
  • checkedGrav gun increases strength of gravity based on distance
  • checkedLighting is weird
  • uncheckedLevels?
  • uncheckedHolding objects are dropped if you look away too quickly
  • uncheckedHeld objects clip through walls if you move up to a wall while holding it, and the wall causes the object to be dropped and lost forever
Fall Up Devlog Day 8: 9/26/25 (PM)

I resolved the dropping held objects if you look away, but due to Unity’s poor physics interactions when using Rigidbody.MovePosition(), I was unable to fix the problem of dropping the object while holding it behind a wall. However, the object will not fall unless you let go now. Also added one level from my notebook, but decided not to keep it in the editor for now until I resolve more pressing issues.

Current problems:

  • uncheckedLevels?
  • checkedHolding objects are dropped if you look away too quickly
  • uncheckedHeld objects clip through walls if you move up to a wall while holding it, and the wall causes the object to be dropped and lost forever
Fall Up Devlog Day 9: 9/30/25 (PM)

I polished object holding, using AddForce instead of MovePosition, which fixes wall clipping and makes lifting objects much smoother. Also I got an idea to reduce sliding from something I left in the code. Setting velocity to zero after applying force may clean up stops.

Current problems:

  • uncheckedLevels?
  • checkedHeld objects clip through walls if you move up to a wall while holding it, and the wall causes the object to be dropped and lost forever
Fall Up Devlog Day 10: 10/13/25 (AM)

I worked on an exit room, but the lighting was messed up, so I need to find a better idea for the door to lead to. Since I want to polish everything and get all of my assets in a row before I start making levels, this means I need a GUI. I’m quitting today because I hate GUIs and that’s going to be a problem for future me.

Current Problems:

  • uncheckedMake an exit room
  • uncheckedMake a loading screen
  • uncheckedMake a GUI
  • uncheckedMake a main menu
  • uncheckedMake levels
Fall Up Devlog Day 11: 10/24/25 (PM)

Today, after asking an AI to motivate me, I finally got to work. I got the reticle onto the screen and it works okay, I reset all of the positions so as to make building settings easier, and I began working on the exit room. Future me still has to deal with the menu though. :(

Current Problems:

  • uncheckedMake an exit room
  • uncheckedMake a loading screen
  • checkedMake a GUI
  • uncheckedMake a main menu
  • uncheckedMake levels
Fall Up Devlog Day 12: 10/26/25 (PM)

Exit room is done! Complete with lights, a wall that appears after the player enters, and a chair that can be picked up and thrown, but not sat on. Today was really fun! Especially the chair. That is peak gameplay. The main menu is going to be a pain in the ass.

Current Problems:

  • checkedMake an exit room
  • uncheckedMake a loading screen
  • uncheckedMake a main menu
  • uncheckedMake levels
Fall Up Devlog Day 13: 10/28/25 (PM)

Today is just brainstorming for Main and Pause menus, and maybe loading screens. Here is a list of ideas, jumbled up into random bullet points:

  • Minimalist
  • Sleek, tech-ey font
  • Maybe some particle effects, orbiting and such
  • Buttons orbit each other?
  • Main menu falls in from top?
  • Loading screen demonstrates orbiting, falling, shifting gravity
  • Loading screen has tips?
  • Pause menu blurs background
  • Give UI elements physics?

Also I just thought of a ton of new problems :(

Current Problems:

  • uncheckedMake a loading screen
  • uncheckedMake a pause menu
  • uncheckedMake a main menu
  • uncheckedMake sound effects
  • uncheckedMake particle effects
  • uncheckedMake levels

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