Make sure your build is at or higher than the latest build posted below. If it's lower, verify the game contents to force an update. It's also important to remember that the sandbox depot is not updated regularly. This depot is only used for confined testing. If you were working with me on one of these confined tests, please remember to opt out of the sandbox depot so you're always receiving the most up-to-date build of the game.

Saturday, December 31, 2016

Build: 1546058

First Build for Unity 5.5
The first major build update for Unity 5.5 has just been uploaded.

Please note though, this build still has a ton of issues that are currently being addressed. Not the least of which include:

  • Some sound effects aren't playing correctly.
  • Color switches (among others) aren't detecting collisions properly.
  • Various graphical issues.
Additionally, you'll notice when starting the game that a "Made in Unity" watermark displays. This is because for the time being, the game is being developed in Unity Personal Edition. This logo will persist until further notice, however will not be apart of the final build.

Legacy Branch
The game is still unreleased, so I'm not particularly concerned with pushing broken versions of the game. However the severity of this build has lead me to create a legacy branch that will contain the original Unity 4.6 build of the game. This branch will exist until all known issues related to the upgrade have been ironed out, afterwhich it will be removed.

You can access it by going into the properties of the game under Betas and selecting the depreciated branch.

Please keep in mind though, this branch is exactly as the name implies. Depreciated. It will no longer be receiving any updates and should not be used for any further testing. It's primary reason for existing is to have an archive version of the game to compare functionality with the new build while the kinks are worked out.

Friday, December 30, 2016

Major Upgrade

It's been awhile since the last major update and at the current moment, doesn't look like there will be another one for a little bit.

As it currently stands, there are two major changes happening to the game. First and foremost, I am working on upgrading the game from Unity 4.6 up to Unity 5. This is a significant change to the game, especially since believe it or not, the game was originally started in Unity 3.5.

The major issue right now is graphics. A lot of work needs to be done to repair the shaders, particularly the diamonds. This has been the primary reason for not upgrading.

That brings me to my second point.
Up until now, Diamond has been operating off of the Steamworks v1.34 library. Steam Controller support was added in Steamworks v1.35. Unfortunately the latest version of the Steamworks.NET library for Unity no longer supports Unity 4.6, leaving me stranded with Steamworks v1.34 or lower. Not ideal for checking off a major feature I plan on adding to the game before release.

That being said, the next big update will bring the groundwork for full Steam Controller support. A feature I've been wanting to do for a while and is the primary reason I invested in one.

I'll be sure to keep the blog updated on any news going forward. As for updates, hang tight. They're coming.

Thursday, December 22, 2016

Build: 1535728

Officially Licensed
There aren't any major changes to this build beyond the fact that for the time being, all watermarked music has been temporarily disabled. In their place will be the first officially licensed track for the game.

Tuesday, December 20, 2016

Build: 1530467

Audio Menu
The audio menu is now mostly functional. Speaker Setup and Doppler still don't have any effect, however the music, sound, and master volume should now affect their respective channels.

Now because sounds were added in various manners throughout the course of the games development, many of these sounds may or may not have the universal script being used to assign their volume. I've tried going through and playing with as many various objects as possible to see which sounds weren't being affected, but it's incredibly likely that I missed some. The main thing to test for here is what sounds aren't being affected by the volume slider.

The best way to do this would be to turn the master volume down to 0% and play the game. At this setting, the game should be producing absolutely zero sound. Any sounds should be reported so I can look into giving them the universal volume slider script.

Music on the other hand, was added alongside the audio menu functionality so this shouldn't be an issue. That being said, some music cues might still be missing so if you notice anything odd occurring with music when jumping between parts of the game, let me know and I'll check into it.

Various Fixes
  • Fixed an issue which would cause a null variable reference in levels being played prior to force field and gate switch initial activations being added to the save file data, resulting in a number of unexpected mishaps when loading these levels.
  • Hopefully resolved the issue where levels created without a timer would fail to properly assign a time. This resulted in time for these levels not being properly reset under any circumstances, often leading to you beginning the level with 0 seconds and dying the instant you start.
  • Added the "Press Action to Start" panel back.

Monday, December 19, 2016

Build: 346390

This build adds some music to the game that may or may not eventually be licensed for release in the final game. The music still has placeholder vocals in them, however these will be removed before release.

The purpose of the music is to help set the tone for the game and get the working code for when music will be played, the instruction that decides what songs will play, and the lowpass effect placed on music when the overlay is open or the game is paused.

Friday, December 16, 2016

Thursday, December 15, 2016

Build: 1521021

Editor Fixes:
  • Fixed an issue where object size wasn't being reset to 1x when placing 1x objects.
  • Fixed an issue which allowed you to place objects inside of wider objects.
  • Fixed an issue that caused objects to be placed in rapid succession with click/drag placement enabled.
  • Notification when placing color exclusive objects as black or white.

Wednesday, December 14, 2016

Build: 1518044


  • Added a toggle to the settings menu to disable the click/drag placement while some kinks are worked out.

Sunday, December 11, 2016

Build: 1511674

Click/Drag Added
As per request, it's now possible to click and drag to create and delete objects. This one has been on the back burner for quite a while now since there were issues with creating objects that overlapped existing objects depending on the speed you dragged the cursor. Thanks to the new cursor collision system, this issue was much easier to resolve.

Size Panel
The primary size panel changed the size of the cursor but didn't affect the objects being placed. Quick-access and hotkeys still worked. The panel now works properly.

Saturday, December 10, 2016

Build: 1510616

The editor just received an update which introduces a few quality of life updates and tweaks. While none of these updates are going to completely change the experience, they will hopefully provide an added level of polish to the editor which will make long-term use a bit more tolerable.

About Panel:

A new panel was added to provide information about the editor. Specifically the editor and file system versions, which can make it easier to keep up on in the future.

The editor version is obviously just referring to the version of the editor you're using, since updates can be made to the game without having impacted the editor and vice versa. The file system version however is a tad different.

Since the current editor was created, this has been a hidden number that decided whether or not levels were compatible. Fortunately since a massive update to the file system completely reworked how level data was saved, specifically with compatibility and expansion in mind, this file version has been largely unnecessary and unchanged. However it's still an important number to keep in mind if you're coming from a significantly older version of the game or trying to play a level that was made with a much older version of the editor.

Simply put, the editor will not open levels with a file version higher than the editor, and thanks to the redesigned file data structure introduced in version 2, the editor should, in theory, be capable of opening up older file versions.

That being said, levels made with a different file version than the game will need to be converted before they can be eligible for submitting highscores, assuming they even play at all, which they probably wont.

Quick Access Panel:
In the process of designing levels with the editor, it's become painfully clear that a few key controls always seem to be just out of convenient reach. Hotkeys made this a bit more tolerable, but it was clear that a more straight forward solution was necessary. This update adds a new quick access panel which can be accessed by middle clicking anywhere in the level. The panel will show up at the mouse cursor and provide options for changing the color and size of whatever object you're placing.

In addition to being able to change the color and size however, is the new pin menu. This menu will display any objects you've pinned via the standard object toolbar menus. Instead of left clicking an object in the traditional menu, middle clicking it will create a pin for it. This allows for quick access to commonly used objects throughout the course of designing a level.

Furthermore, these pinned objects are saved with the level rather than reset or consistent between sessions. This was done because convenient objects for one level won't always be the same for another level. And if you ever open a level you were working on, the pins you found useful for that particular level will be available for you.

Redesigned Cursor:

This change won't seem significant unless you've tried actively building levels in previous versions of the editor, or had a particularly sharp eye during the preview video demonstrating level design. However it's by no means minor.

The new build cursor was completely built from the ground up to address a couple major issues. The least of which was the way various cells of the cursor would appear to break apart when performance was subpar and/or you moved the cursor very quickly across the screen.

However the largest change comes with the redesigned collision detection. The new cursor utilizes a new ray system rather than the traditional collision box. While this should help address the issue of objects being placed on top of other objects, the main issue this addresses was an uncommon (but not rare) issue where under certain circumstances, especially in confined spaces, it was impossible to place an object without finding and erasing whatever object was conflicting with a cell.

In short, the older version of the cursor would occasionally prevent you from placing objects in confined spaces. The new cursor addresses this issue.

Camera Drift:
The camera should no longer get stuck drifting in or out when adjusting zoom while the editor was running slowly due to performance.


For people new and unfamiliar with the editor and it's various buttons and features, while not particularly overwhelming, the new tooltips should help make the experience a little bit more clear and easier to work with.

Last and for all you know, least:
An unreasonable amount of time was spent on a new feature which I'll leave to speak for itself.