Game 1 - Day 1
I’ve accepted the fact that I was so focused on only learning partially as a method of self preservation. I was keeping the days below 1 to show that I hadn’t really started yet and protect myself from the real start of the project.
Today that ends.
Today is day 1 of creating this clicker.
What did I accomplish today?
Lots of learning
A some clicker tutorial tweaking
Todays learning
My initial time (yesterday and today) was spent learning more in depth about Actors and Classes, and how those function in the Unreal Engine. Once again I’ve been doodling while learning as a means to keep focus and understanding.
However I think I’m going to use the doodles to then create the visuals for my clicker. A sketched world slowly coming to life.
It’s starting to click
The base code here is using an online tutorial I found on how to create a clicker game in Unreal. I am currently going through the tutorial itself, primarily following their suggestions on how to lay out the “code”.
For some reason the design they are doing is focused heavily on a desktop - but I have always wanted my clicker to be a mobile first game.
Why mobile first?
I think it stems from what I view as the ideal clicker. It feels strange to be making a game for myself, after years of learning and reiterating that “I am not my user”, for this first project - I am my user. I am my target audience. And I know that a clicker is a perfect mobile game - especially an idle clicker.
Why is an idle clicker an ideal mobile game?
It’s built for infrequent interaction - whenever you have a spare moment
It doesn’t require precise input and therefore can be played in the background or casually as to not distract from daily life too much
My versions limited interactions make it ideal for a tap only medium
The current main game scene
So here’s where I’m at so for:
The game renders in a phone shape, using a built in iPhone X screen size
When a the game object (the button) is clicked a saved unit [clickerPointsPerClick] the default value being one, goes up by that variables amount
The variable is then displayed above the button
I’ve made a separate shop UI that is rendered above the game UI
The Blueprints code for increasing clicker points on click
Currently I’m having issues when changing the screen size - which I’ll have to work out in the future, but I want the shop to eventually be a separate screen entirely so maybe that’s a problem for another day. For now I’ll continue to work through this tutorial and understand the basics of how to make an idle clicker.