I wish I would have known ahead that we will be showcasing this prototype to the public. We received so much feedback and realized so many mistakes that it was a really valuable day. The game appealed to children mostly and I think they had a good time playing it or just interacting with the virtual hands. Lots of people came to see what was the game about, they didn't stop until close time. We even had one student interested in joining to MATC Computer Simulation and Gaming Program, it was inspiring.
By the end of the day, we had a long list of improvements. Overall it was both fun and challenging at the same time.
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While I was still working exclusively with Kenisha and Phil, I was asked to create a new event to insert into our brand new city. So I looked at my old events idea and found one I wanted to keep writing about: The Suicidal Guy. The general idea was to see an old guy standing on the rooftop of a skyscraper. The player should try to persuade him to give up on the suicide without calling the security forces (ignoring him was another option that would lead him to suicide). Either way, the guy was destined to die. Update: Playtesting during Portfolio Night I realized an emerging gameplay decision: the players themselves could also push the NPC to his death. I would like to make this another formal decision if we have time. For the final revision I was trying to balance the number of asteroids/speed of the ship/colliders/background music and the game over message. Although several people told me that there may be too many asteroids, I feel that the important part of this experience. The idea here is try to frustrate the players to make fun of them in that moment. The way I want to engage players is by the game over messages which are
Just a week before Portfolio Night the build was still far from done. Although I already had all the scene we need, they weren't properly connected yet. I still had to synchronize the credits with the loop timer, apply the new mesh and materials to the seeds, insert the fly, speed up the credit scene which feels a little long, insert the instruction as posters and fix the timer. While Joey needed to fix the Fly Trap which refuses to work, adjust the water colliders and fix the growing size of the Christmas cactus. We need to finish all by next week.
If I wanted to create a spacial Flappy Bird I had to add a highscore. To do that, I started by looking at Unity's questions and I quickly found one good answer but I had some problems trying to insert this solution into my code. So I moved to a youtube tutorial by Tyler's advice. This video was certainly easier to understand and follow. In a few minutes, I was able to add everything that my code needed. But the game view wasn't still displaying the highscore. Tyler helped me out by pointing that, although the script was working the problem was that we weren't seeing it.
In the end, I was able to put a functional highscore. The team almost disintegrated over the spring break, or at least that's how we (Kenisha, Phil and me) felt. With just one more month left we didn't have anything decent to show. The presentation we did for Introduction to CSG class was the awful proof. So we decided to come up with a brand new environment trying to restore the team morale. We also knew that Jade was working on her own scene. So maybe we will able to merge both and have a nice looking world.
We ended up meeting every day of the break in the library trying to build this new futuristic city from a Kenisha's old scene with a bunch of free assets. We also added colliders and as many props as we could. Because I needed to use a new function to call GUI components I had to ask Mike about it. The good news was that because of this I learned how to use GUI text. I don't why exactly I felt that it would be a good idea use the game over messages to make fun of the player. So made them huge provoking to annoy the player. I also wanted to display at least 5 of them randomly when the player dies. I knew I had to use an array and a random function but as always, it wasn't working as suppose to. Caleb helped me this time, I just had minor format mistakes.
When I first opened the MVP scene I realized how long way we still had ahead. The scene was a mess and feels very prototypical. The scale was off for almost all the assets and there was no format to import them or apply textures. I tried to reorganize, re-scale and import the assets that we would have ready. Still, the modular buildings from Nick and Jose were tricky to assemble. I had to ask for their help several times to understand the building process. Even then, the scenes didn't look good enough. The science fiction sensation was missing. My simple assets made with ProBuilder would only work as far background. So I concluded that the scene just wasn't ready to attach colliers or rigid bodies. I will ask for a meeting with Jade and Nick to find solutions in this regard.
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AuthorI want to study Video Games in a theoretical way. Archivos
May 2018
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