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Devlog
25/05/2026 - ETRI Devlog #19 - Xbox Controller Input Implementation
June 02, 2026
by
AaronAwayGames
A surprising development has taken place, I initially thought that I wouldn’t be able to get this project working with a controller, as the project runs on the old input manager my options were quit...
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ETRI - Testing Round 6 - 22/05/2026
May 28, 2026
by
AaronAwayGames
This round of testing feels like the natural closure of this portion of the project. Response to the newly implemented save system was very positive, with many also complimenting the over all vibe of...
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20/05/2026 - ETRI Devlog #18 - The Save System
May 28, 2026
by
AaronAwayGames
If anyone here reading this has ever tried to develop a game, you’ll probably know that save systems, particularly on Unity, are remarkably difficult to make. I first started building some semblance...
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ETRI - Testing Round 5 - 15/05/2026
May 28, 2026
by
AaronAwayGames
This is the first test that includes elements of the art pass stage; a critical moment as I need to ensure the art pass has not interfered with any other elements of the game (made it easier or harder...
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ETRI - Testing Round 4 - 05/05/2026
May 08, 2026
by
AaronAwayGames
This round of testing yielded substantial results. The first issue of note was the fact that the character sprints infinitely, something rather obviously a problem in something that defines itself as...
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28/04/2026 - ETRI Devlog #17 - Drinkable toilets and priorities
May 05, 2026
by
AaronAwayGames
This close to the deadline, it is important we prioritise what the game absolutely NEEDS. To that end, lets have a look at what we have added: - Drinkable toilets The real question is, why? The short...
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ETRI - Testing Round 3 - 28/04/2026
May 03, 2026
by
AaronAwayGames
Round 3 of testing proved relatively successful but also highlighted numerous areas for improving the overall experience. Starting with the opening brig sequence, testers pointed out that while the pi...
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24/04/2026 - ETRI Devlog #16 - Overall Expansion
April 29, 2026
by
AaronAwayGames
Now that the ideas were locked in and in a good position, it was time to scale and improve them. Starting with the Timedial . The Timedial's critical flaw was that it was not obvious what it could be...
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ETRI - Testing Round 2 - 24/04/2026
April 29, 2026
by
AaronAwayGames
After testing, aside from some minor bugs and glitches that were quickly resolved, I noted that players still had issues with the opening brig. Mostly due to a lack of tutorialisation, which led the p...
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ETRI - Testing Round 1 - 16/04/2026
April 16, 2026
by
AaronAwayGames
The most recent round of testing highlighted glaring issues with both readability and the tutorialisation of basic controls. At one point, the player brought a large object, in this case, the vending...
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02/03/2026 - ETRI Devlog #15 - TimeDial Rework
March 21, 2026
by
AaronAwayGames
After careful consideration, I have made significant changes to the TimeDial and its logic. After deploying raycasting with the pickup system, I have now deployed it here as well. Instead of requiring...
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22/02/2026 - ETRI Devlog #14 - CRAFTING
March 15, 2026
by
AaronAwayGames
The crafting system is now fully working. The player can click a craftable object, which will be instantiated in the game world for the player to use. The reason it behaves like this is purely due to...
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24/02/2026 - ETRI DevLog #13 - New Interaction System and hold item system rework
March 15, 2026
by
AaronAwayGames
RAYCASTS Are fun...Now that I fully understand them, and with that knowledge, I looked towards developing a scalable interaction system in my game, an absolute necessity given that it is an immersive...
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24/02/2026 - ETRI Devlog #12 - Explosive Development
March 15, 2026
by
AaronAwayGames
One thing I really wanted to do was create an explosive barrel, I feel like no game is complete without a red object that explodes when shot at, But I was concerned i would not have time to implement...
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18/02/2026 - ETRI Devlog #11 - Ammo Counter Rework
March 15, 2026
by
AaronAwayGames
The FPS template has one key issue...Its programming for ammo is quite complicated and its wording is cionfusing (clips, magazine, are all used in the competely wrong context) It is also very difficul...
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16/02/2026 - ETRI Devlog #10 - Introducing The RECYCOLATOR
March 15, 2026
by
AaronAwayGames
Changes and Additions: - Changed logic for raycasts so they no longer take place through layer objects marked "Wall" - Added a full-functioning recycling machine with model, textures, sounds, and anim...
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11/02/2026 - ETRI Devlog #9 - General tweaks, and building a recycling machine.
March 15, 2026
by
AaronAwayGames
Changes and Additions: Fixed issue with the Inventory system inputs registering when not in the Inventory menu. Changed the location of the Jetpack meter, as well as altering its code, making it only...
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09/02/2026 - ETRI Devlog #8 - Items drop...but don't drop right
March 15, 2026
by
AaronAwayGames
After extensive investigation into the base code, I have finally added the ability to drop items from the Inventory system. The issue currently is that items are stored in stacks, and when they're dro...
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02-07/02/2026 - ETRI Devlog #7 - The Inventory System and a New Weapon
March 15, 2026
by
AaronAwayGames
02/07/2026 I have put it off long enough, but it's finally time, and- rather surprisingly, it didn't take me anywhere near as long as I thought it would. For this Inventory system, I used this tutoria...
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30/01/2026 - ETRI Devlog #6 - Improvements to Pipe Animations, Timedial Improvements and new mechanics!
March 15, 2026
by
AaronAwayGames
This Devlog is mostly a general pass at what is already here, just making sure everything is all good before I move onto the next thing (probably a good practice to get into) With that being said, I h...
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13/01/2025 - ETRI Devlog #5 - New Weapon, and new Ammo Pickup System
March 15, 2026
by
AaronAwayGames
New Weapon - Metal Pipe The Metal Pipe deals 50 damage (this can be altered if necessary and the door has 100hp, which is why it needed to be hit twice i did not miss I promise) Realising that the sta...
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05/12/2025 - ETRI Devlog # 4 - Animated Timedial and Timedial Screens
March 15, 2026
by
AaronAwayGames
Updated Timedial screen to change based on proximity to anomaly, and also added an equip and unequip animation for the Timedial. Also added a new time dial sequence, proving it can work across multipl...
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19/11/2025 - ETRI Devlog #3 - Spacewalking
March 15, 2026
by
AaronAwayGames
Today I experimented with the idea of spacewalking, which to the best of my knowledge requires an entirely different movement system, to which that has been created, the result is not exactly the most...
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02/10/2025 - ETRI Devlog #2 - TimeDial Concept
March 15, 2026
by
AaronAwayGames
TimeDial Proof of Concept The first iteration oif the timedial is fully working, and built with a code that will allow it to work across multiple instances, in the video above its reversing a simple a...
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01/07/2025 - ETRI Dev Log #1 - The Beginnings
March 15, 2026
by
AaronAwayGames
Story Ideation Over the last few years, I found myself enjoying reading the stories of the 2000AD comic Strontium Dog, this strangely garbed badass bounty hunter who wields a formidable arsenal of tim...
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