Project: Yukute


It’s been a little while since I’ve had progress to show on Yukute. Recently, I’ve mainly been busy with asset updates, so I’ve only recently gotten back onto the project. Between a little early enemy logic work and backend fixing its slow going but steady. I’ve started work on one of the mechanics I had in my head for a while as a challenging but involved mechanic. The goal will be to loot treasure and escape, so picking locks in a major element of that.

To pick a lock, you’ll need to press and hold the keys shown in the order displayed. Currently, the codes for these are randomly generated based on ranges of keys. I might vary these up a bit and maybe have some of the keys not be shown until you get near the key itself. It’s possible there may be a try your luck at guessing one or two keys as well.

When failing a key press, you’ll generate noise. The more noise you make the higher chance to alert enemies to your position. Not a good idea. Enemies in near proximity will hear your activity if you are too careless. They can also run into doing said activity, so time will be a factor if you’re on a patrol route.

It’s all still early days, so things may change here.

Asset Updates


The more minor news is a few updates to The Cart & Notion To Unity again. These have been getting frequent updates the last few weeks as I iron out bugs while working on projects etc. I’d expect these updates to be semi-frequent as I sort issues out.

Though the main goal for the next few weeks is re-documenting Audio Manager for its 3.1.0 release along with Yukute progress. The docs update is to allow a full offline copy to be present with the asset without it being a mess layout wise. While Yukute is my current main project to work on over Sakura as I have more of an idea of where Yukute is going. There will be more on this in a future update.

That’s all for now, speak soon

~ J,

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