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.
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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.
Jade asked me to do a quick search in the Unity assets Store to possible useful (and cheap) tools that we could add to the build. I based my first search on science fiction elements environments elements which I luckily was able to find a few. Goods examples were the foggy lights for a rainy futuristic city, the hologram effect to turn any solid object in a projection, or the cable generator as building decoration. Then I tried to look for functionality tools. Again, I was able to find several packages that could eventually help us in more technical aspects. There were different types: easy pickup system, waypoints system, easy population, camera transitions, cinema facecap or head look controller. I hope we can use some of them, the majority it's free and looks easy to implement.
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.
Seth asked us to show the game on Earth Day in the Discovery World! I have to say I am excited about the idea of presenting the game to the general public, but there is a lot to be done yet. Hector also had to leave because of schedule problems, so I am on my own for now. I wanted to create a game loop by adding a credit scene and making it go back to the main menu one. The easiest way I can think right now is to animating the camera itself to make it scroll down along the credits image. Then, by using a timer we can jump back to the main menu.
With some assistance from other classmates, a was able to do all that. I think Matt was concern about the lack of interaction in our game. As our main mechanic was just selection among conversation options, he wanted more interaction with the world in different forms. That's why Phil and I created a new doc with others simple mechanics that could be easy inserted in the game. I proposed a conversation log with is very useful in narrative games, a telescope to zoom in and out, a picking up interaction to examine any intractable object. Phil proposed a camera mechanic to take photos at any moment of the game, another good idea in my opinion.
Before jumping to the new project, Hector and I wanted to polish a few details in Down To Earth. Ariana said that she wanted to emulate a real game. So we needed to insert the main menu and a Credits scene. Hector took care of the first one by simply asking the players to make a fist to load the game scene. He also made a curve loading bar, which seems nice. I asked him to try to find mesh to put the hands. Finally, we had a presentable game to show Seth.
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.
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AuthorI want to study Video Games in a theoretical way. Archivos
May 2018
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