Ultimate Indie - Week 5 day 7 Boba Tycoon Prototyping
Looks like both goatcounter and giscus are working! Just needed to update my config file. I don’t expect to see too much activity but I guess it’s nice to open an avenue for discussion. I also disabled the PWA on this page because the caching was driving me a bit mad.
I have had a bit on in the past week, and then needing to recover from it 😂 There have been so many events on. Maybe because it’s the end of the year. Anyhow it’s been hard to find time to put into this 😢
And it’s been too long since my last entry!
My focus is to make sure the dispensing is working correctly. The pouring line showed up correctly but I didn’t verify if the container pouring was dispensing only to the cup and that the cup was dispensing to the table underneath.
I am really amused with the “everything is a container” idea. Maybe I can put a container in a container? Strict typing says no 🤣 But my brain says yes. I’ll think about it. Maybe it should be many containers that are held by a container instead of many ingredients in a container? I can rework this later. For now: Make the cup spill!
Verifying the spill target
My logs are very noisy at the moment. I need to have some easier visibility on what’s happening that isn’t gong to flood a constantly moving console, or a console that stops scrolling if there are too many logs. I guess its time to add a debug UI so I can just read the current state in text instead of follow a long log list.
Simple setup of a UI Toolkit doc. Now I gotta make a script to hook up values and make em update:
And it’s doing the job:
Time to add containers to the stand and ground! The measurements art for a cylinder but for now I’ll leave it. I just need volumes. I also need to add colliders to the stand and ground.
With this I can pour directly to the stand and ground but the spilling isn’t collecting the pouring correctly.
So I need to adjust some of the code - I moved a few things around but finally this was working how I wanted it:
I realised after looking at it briefly this whole week that I do want to be checking in the update for overspill, instead of just when adding an ingredient. It also collects on the stand as I expect, but the stand doesn’t spill because it has no dispense object. That’s fine for now.
I do realise I’ve spent a lot of time on this one mechanic before ever showing it to anyone so I’m worried it’ll be a big waste of time 😅 Ah well, I’ll let someone test it when I get the shaders working to the point that they are just indicating ingredient level. Which is the next step!
Rendering the ingredients
It’s time to finally add a shader. I’ll be using this shader by MinionsArt. I may also use this one by Johannes Richter and this one by Ryan Brucks as guides to add details if I want more details later.
Pretty simple so far! The amount lines aren’t actually right yet, I’ll need to modify it to adjust as the volume is pouring out. As I’m doing this I really feel like 3D is overkill on this.
What I wanted was the cool dynamic lighting whe the day cycles, but that can probably be done manually since these scenes are fairly fixed. I will have to do a visual spike at some point - the shader will need more modifications to handle layering properly so I actually think it’s wiser to hook the code I have up to 2D representations instead.




