Dev Log/Game Development/Starbound Typers/Chapter 05
DEVELOPMENT JOURNALCHAPTER 05 / 22

Starbound Typers

Building the Difficulty Selector

Little sprouts, growing carrots, galaxy masters and sentence explorers.

Development artwork related to Starbound Typers
Project artwork · Development reference

Why we built this part

Little sprouts, growing carrots, galaxy masters and sentence explorers. This work has to fit the rest of the game, not exist as an isolated feature. We considered how a player arrives at this screen or action, what information it needs from the previous system, and what must be handed off to the next stage.

Preparing the scene and assets

For this milestone, the relevant project source is StarboundGame.cs. The components and resources involved include Target lettering, keycap art and mission-selection UI. We keep art, controller logic and UI objects organized so future changes do not require rebuilding unrelated systems. In the Unity Editor, identify the scene object that will own this feature, confirm its references and decide how it should be activated and deactivated.

Building it step by step

Represent the four mission categories as buttons with consistent labels. When a category is selected, set the active mode and route to the appropriate vocabulary and pacing. Include Free Practice separately so untimed play is not mistaken for a fifth difficulty setting.

After placing the necessary objects, connect their references in the Inspector or, where the project creates objects at runtime, in the construction method. Confirm that UI labels display data from the gameplay controller rather than storing a second version of the same information. Give each interactive control a specific action and handle unavailable actions visibly.

Connecting it to the rest of the game

The feature should receive the correct state when a session begins and release or reset transient objects when the player returns to a menu or starts over. Where a sequence spans several frames, use a coroutine or well-defined state transition rather than relying on a single click to finish everything immediately. This is particularly important in Unity WebGL, where focus and window dimensions can change during play.

The design decisions behind it

Target lettering, keycap art and mission-selection UI influenced the appearance and behavior of this stage. We preserve clear contrast, useful spacing and recognizable feedback because players need to understand the action before decorative polish can help. If an asset is a historical review image, it remains labeled as development material rather than a final screenshot.