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StarCoder

@StarCoder

Joined June 1st, 2026

  • 3Devlogs
  • 2Projects
  • 0Ships
  • 0Votes
Currently working on a game in Unity where you use enemies to mine ores for you by dodging them and letting them crash into asteroids, conveniently destroying themselves in the process. Thanks for Mining That!

I like to make games in Unity, and am learning Python.
Open comments for this post

2h 35m 17s logged

Text Fill

Made using Python

I am making a text shortcut fill tool where users can set shortcuts which will automatically fill in when typed. This is for the Frictionless mission.

Ex: user sets shortcut ‘/email’ with the value ‘example@gmail.com’. With this set, while the code is running in the background, if they type ‘/email’, then it will automatically fill in to ‘example@gmail.com’.

I am using this project as an opportunity to get better at Python, as I am still a beginner, and am wanting to learn more.

I have also made a GitHub repository, where the latest code has been published.

What I already have

  • Menu Manager
    • Add Shortcuts
    • Remove Shortcuts
    • Modify Shortcuts
    • Clear Shortcuts
    • Show Shortcuts
  • Basic save/load system using JSON file stored locally
  • The actual text fill functionality

What I plan to add

  • Settings (A place where users can define certain values like filling speed, fill delay, etc.)
  • UI (I want this to have UI, and I might even try to make a website)

If you have any feedback or suggestions please let me know so I can improve.

Thanks for reading!

Text Fill

Made using Python

I am making a text shortcut fill tool where users can set shortcuts which will automatically fill in when typed. This is for the Frictionless mission.

Ex: user sets shortcut ‘/email’ with the value ‘example@gmail.com’. With this set, while the code is running in the background, if they type ‘/email’, then it will automatically fill in to ‘example@gmail.com’.

I am using this project as an opportunity to get better at Python, as I am still a beginner, and am wanting to learn more.

I have also made a GitHub repository, where the latest code has been published.

What I already have

  • Menu Manager
    • Add Shortcuts
    • Remove Shortcuts
    • Modify Shortcuts
    • Clear Shortcuts
    • Show Shortcuts
  • Basic save/load system using JSON file stored locally
  • The actual text fill functionality

What I plan to add

  • Settings (A place where users can define certain values like filling speed, fill delay, etc.)
  • UI (I want this to have UI, and I might even try to make a website)

If you have any feedback or suggestions please let me know so I can improve.

Thanks for reading!

Replying to @StarCoder

0
36
Open comments for this post

14h 56m 6s logged

Thanks for Mining That!

Devlog #1

(Technically #2, but the first one doesn’t really count.)

(Game made in Unity)

It’s been over a week since my last devlog, and I’ve made a lot of changes. I changed my original game idea where you had a wrecking ball in space, because it didn’t feel fun.


My New Idea

Still space mining, but you can’t actually mine anything.
And to make it even better, hundreds of enemies are flying straight toward you, and all the resources you want are inside asteroids.

Fortunately, these enemies have ‘volunteered’ to help.
All you have to do is ‘convince’ enemies to crash into asteroids.
Enemies destroy themselves, asteroids break apart, resources are released, and everyone except you is doing the work. You’ll collect the resources and use it to craft tools, to help manipulate the environment.

Use coins you get to unlock more tools after you die.


What I’ve Done So Far

Here’s what I already have so far:

  • Player Controller
  • Enemy Controller
  • Asteroids
  • Main Menu & Death Screen
  • Mini Map
  • Enemy Spawner
  • Asteroid Spawner
  • Object Pooling System

More detailed explanation below


Player Controller

The player can use either Keyboard or Mouse to move. The game detects which one you are using and automatically switches.

Keyboard Controls

  • A / D - Rotate left and right
  • W / S - Move forward and backward

Mouse Controls

The ship rotates toward the mouse cursor with speed calculated using distance from cursor to player.

  • Cursor close = slow
  • Cursor far = fast (limited range)

Enemy Controller

The enemy behaviour uses:

  • Max Speed
  • Turn Speed
  • Thrust

Enemies rotate toward player using turning speed.
Low-thrust enemies make wide turns, while high-thrust enemies make more accurate turns.

Enemy velocity is capped with max speed.


Asteroids

Health scales with mass and ore. Mass also affects movement speed.

Asteroids are assigned a direction when they spawn. Slowly corrects direction if pushed off course.


Game Loop

The current game loop:

  • Main Menu
  • Gameplay
  • Death Screen

Game Manager handles main logic.


Mini Map

Added after realizing asteroids are hard to find.

Created using a secondary camera with a larger view. Camera follows the player and renders to a texture, displayed in UI.


Asteroid Spawning

Asteroids spawn from a list of spawn points spread across the map.
Every ~25 seconds, chance to spawn at each point.

Each asteroid has:

  • A randomized size
  • Random asteroid sprite

Enemy Spawning

Spawn points are attached to the player.
Every ~5 seconds, a random spawn point is selected and an enemy bunch is spawned.


Object Pooling

Initially, every enemy and asteroid was created using Instantiate(), which caused lag.

To solve this, I switched to object pooling.

The object pool creates a collection of enemies and asteroids. When an object is needed, it is activated and moved into position.

This improved overall performace.


What’s Next?

There’s still a lot left to make:

  • Radiation Barrier
  • Tools & Upgrades
  • Ore Types
  • More Spaceships
  • Enemy Variants
  • Pixel art
  • Better UI
  • Other stuff which I can’t think of

This was a much larger devlog than usual, but since I have changed so much, I didn’t want to skip anything.

Personally, I think the game is more fun than the earlier wrecking ball idea, and though the game is not finished, it still feels good to play.

If you have any feedback or suggestions, I would really appreciate them.

Thanks!

(Note: Some parts might feel a bit weird since I had to shorten it to fit it in the character limit)

Thanks for Mining That!

Devlog #1

(Technically #2, but the first one doesn’t really count.)

(Game made in Unity)

It’s been over a week since my last devlog, and I’ve made a lot of changes. I changed my original game idea where you had a wrecking ball in space, because it didn’t feel fun.


My New Idea

Still space mining, but you can’t actually mine anything.
And to make it even better, hundreds of enemies are flying straight toward you, and all the resources you want are inside asteroids.

Fortunately, these enemies have ‘volunteered’ to help.
All you have to do is ‘convince’ enemies to crash into asteroids.
Enemies destroy themselves, asteroids break apart, resources are released, and everyone except you is doing the work. You’ll collect the resources and use it to craft tools, to help manipulate the environment.

Use coins you get to unlock more tools after you die.


What I’ve Done So Far

Here’s what I already have so far:

  • Player Controller
  • Enemy Controller
  • Asteroids
  • Main Menu & Death Screen
  • Mini Map
  • Enemy Spawner
  • Asteroid Spawner
  • Object Pooling System

More detailed explanation below


Player Controller

The player can use either Keyboard or Mouse to move. The game detects which one you are using and automatically switches.

Keyboard Controls

  • A / D - Rotate left and right
  • W / S - Move forward and backward

Mouse Controls

The ship rotates toward the mouse cursor with speed calculated using distance from cursor to player.

  • Cursor close = slow
  • Cursor far = fast (limited range)

Enemy Controller

The enemy behaviour uses:

  • Max Speed
  • Turn Speed
  • Thrust

Enemies rotate toward player using turning speed.
Low-thrust enemies make wide turns, while high-thrust enemies make more accurate turns.

Enemy velocity is capped with max speed.


Asteroids

Health scales with mass and ore. Mass also affects movement speed.

Asteroids are assigned a direction when they spawn. Slowly corrects direction if pushed off course.


Game Loop

The current game loop:

  • Main Menu
  • Gameplay
  • Death Screen

Game Manager handles main logic.


Mini Map

Added after realizing asteroids are hard to find.

Created using a secondary camera with a larger view. Camera follows the player and renders to a texture, displayed in UI.


Asteroid Spawning

Asteroids spawn from a list of spawn points spread across the map.
Every ~25 seconds, chance to spawn at each point.

Each asteroid has:

  • A randomized size
  • Random asteroid sprite

Enemy Spawning

Spawn points are attached to the player.
Every ~5 seconds, a random spawn point is selected and an enemy bunch is spawned.


Object Pooling

Initially, every enemy and asteroid was created using Instantiate(), which caused lag.

To solve this, I switched to object pooling.

The object pool creates a collection of enemies and asteroids. When an object is needed, it is activated and moved into position.

This improved overall performace.


What’s Next?

There’s still a lot left to make:

  • Radiation Barrier
  • Tools & Upgrades
  • Ore Types
  • More Spaceships
  • Enemy Variants
  • Pixel art
  • Better UI
  • Other stuff which I can’t think of

This was a much larger devlog than usual, but since I have changed so much, I didn’t want to skip anything.

Personally, I think the game is more fun than the earlier wrecking ball idea, and though the game is not finished, it still feels good to play.

If you have any feedback or suggestions, I would really appreciate them.

Thanks!

(Note: Some parts might feel a bit weird since I had to shorten it to fit it in the character limit)

Replying to @StarCoder

0
89
Open comments for this post
Reposted by @StarCoder

3h 53m 26s logged

Apollo Accord Update 3

     

What’s New

     

  • Major refinements to UI. Found a way to combine in-world text (weapon ammo, etc) and on-screen text.
         
  • Animations for walking, running and idling
         
  • Wrote scripts for core gameplay systems, like weapon switching and character communication (putting alot of emphasis on the RPG mechanics this time around)
         

     

Next Steps

     

  • Incremental changes over time for the shooting system.
         
  • Getting started on the environment.
         
  • Adding a core story.
         
  • Finishing the UI/Load+Save systems
         

     

Thoughts

     
I’m trying to get things right the first time, so I’m putting a lot more work into my initial “draft” for the game. I’ll work on hud legibility, procedural recoil, and more afterwards, once the core gameplay mechanics are pretty tidy.
     


     

Quote of the Update

     
I really don’t like C#

Apollo Accord Update 3

     

What’s New

     

  • Major refinements to UI. Found a way to combine in-world text (weapon ammo, etc) and on-screen text.
         
  • Animations for walking, running and idling
         
  • Wrote scripts for core gameplay systems, like weapon switching and character communication (putting alot of emphasis on the RPG mechanics this time around)
         

     

Next Steps

     

  • Incremental changes over time for the shooting system.
         
  • Getting started on the environment.
         
  • Adding a core story.
         
  • Finishing the UI/Load+Save systems
         

     

Thoughts

     
I’m trying to get things right the first time, so I’m putting a lot more work into my initial “draft” for the game. I’ll work on hud legibility, procedural recoil, and more afterwards, once the core gameplay mechanics are pretty tidy.
     


     

Quote of the Update

     
I really don’t like C#

Replying to @alien

4
1693
Open comments for this post

2h 13m 52s logged

I am making a game where you can control a magnet which attracts a wrecking ball in space. There will be enemies and asteroids in the environment. You can destroy the asteroids to get certain ores, which you can use for upgrades later on. You have to try to survive as long as possible, and collect as many resources.

I am currently not sure which path I should go:

  1. Make it so each time you play, there will be an xp bar, which fills up as you defeat enemies. Once it fills up, you can choose an upgrade which will help you survive.

  2. There is no xp bar, but instead, after you die, you can use the ores collected to choose permanent upgrades.

I would really appreciate any suggestions or feedback.

I am making a game where you can control a magnet which attracts a wrecking ball in space. There will be enemies and asteroids in the environment. You can destroy the asteroids to get certain ores, which you can use for upgrades later on. You have to try to survive as long as possible, and collect as many resources.

I am currently not sure which path I should go:

  1. Make it so each time you play, there will be an xp bar, which fills up as you defeat enemies. Once it fills up, you can choose an upgrade which will help you survive.

  2. There is no xp bar, but instead, after you die, you can use the ores collected to choose permanent upgrades.

I would really appreciate any suggestions or feedback.

Replying to @StarCoder

1
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