I wanted to find a better background and appropriate music for it. The ones in the tutorial felt too generic and boring to me. It was relatively easy to find a free spacial material in the asset story, but the music was completely different. I had to really dig into the store to find a vivid background song. How the song contrast by the serious assets was also part of the joke. With this last piece, the game I had in mind should be complete. Oh and some classmates helped me by writing more game over messages.
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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
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. 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.
The game controller chapter didn't give any problems either. Simply un-commenting the lines of code from previous chapters, everything worked smoothly. Now it was finally time to play around a little bit with this 2D shooter. As my main reference for abnegation games is Flappy Bird, I wanted to make something similar. So I brutally increase the number of meteors over a 100 and got rid of the waves system. The idea was to create an old-school endless game. In the same way, the ship's movement had to be increased while its collider needed to be reduced in a proportional amount. After several playtest sessions, the control felt right to me.
Although I didn't have any issue creating and setting up the asteroid game object, I did have problems trying to triggering its explosion. Not only that, the interaction with the player's ship was also off, for some reason the player wasn't disappearing even after the explosion. I struggled with this for a few days until I finally realized the problem of using "done scripts". A few lines in this scripts (usually in the end) were creating conflicts when they tried to access to method or functions that didn't exist yet, as the game controller or score variables. Mike easily fixed the problem by commenting those lines.
I needed some help from Mike to realize the source of the bullet problem. It turned out that I was using the wrong prefab object. So I moved to the next assignment which was making the boundaries for the game. It was a fairly easy task, to be honest. The only real difference I had to make was adjusting the sizes of my boundary because my game area had different dimensions. I didn't have any other problem at all.
Using the same trick to copy the final code for the spaceship shooting system should have worked. But I didn't. After struggling for almost the entire class, I wasn't able to get the shoot functionality to work. The only thing I did was attached the system to the ship so the bullets spawn in the right spot but that's about it. They refuse to follow the right path (just straight until hitting an object or a border). I had to ask Mike for help, It seems like the problem was related to the position of the shoots somehow. But the class ends and we could fix the problem. The bullets now roll on its x-axis without reason. Mike said that we will be fixing that next week.
Just when I was about to think that I was going to be another easy and mechanical class, the bullets scripts started to give me troubles for the first time. After struggling for a while with the scripting, I ended up just copying the code already made for the project complete sample. Even so, the bullets started to fall down in the scene when I tried to drag them to check their functionality. Instead of going straight forward, they keep falling down I wasn't sure why. I had to ask for assistance, so Jacob pointed out a stupid mistake in one of the public variables. I finally got them to work as they should.
First, I tried to play a little with the background. As I wasn't familiarized with quad objects, I tried to use a plane instead, but I didn't work so well. Then I wanted to use a different texture for it, but I wasn't able to find any I like in the package (I will be probably changing this later on). Finally, I stretched the background so it can fit into my camera view and illuminated it following the tutorial instructions. It was simple enough I must say.
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AuthorI want to study Video Games in a theoretical way. Archivos
May 2018
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