Update 2: Launch
58 days later after the first and only other update log, the second one is here and along with it: the release of the game!
First of all let me talk about the lack of these update logs. The UK going into lock-down really messed my sense of time and my sleep scheduled up. Big time. Days started to just fade into one. Hours just vanished. It felt like i got up, existed for a couple of hours and then suddenly i was tired and went to bed. This, along with my home environment, killed my work motivation. There would be days where i told myself i should do a dev log but by the end of the day it had slipped my mind. If I were able to go back, knowing of the incoming pandemics effects on me, i would have made sure to have started the dev logs while still at college, rather than after lockdown started.
Anyway, the game. Due to lack of time features such as shooting, phasing through objects and the whole story premise of the game had to be scrapped which I'm devastated about, but let me talk about what i did add and how i did it.
Score: The score system was probably the hardest thing to implement, i needed a score which would change the level and then reset upon doing so (this was the easy part) but also another one which would track the overall score and not be reset, as well as a permanent high score system. i tried messing aroung with static int's and different ways of carrying the score over from scene to scene. However upon learning about the god send that was PlayerPrefs i was able to get a system that worked and my grand total of 3 different scores worked. I was very relived when it did work as it just felt like everything i did lead to more problems.
Spawn Managers: There are two of these, one for obstacles and one for the pickups. i started with the obstacle one which was simple enough to do, though i did require tweaking of my first code to allow it to select from more than one object (the pickup spawner using the code for one object spawning) and with a bunch of prefabs of obstacles made, i just had to swap the prefabs out depending on the scene.
Player: Adding basic player physics and controllers is something i feel confident in at this point, with the players movements and interaction with the world being the first thing i started and the first thing i finished. There were some easy mistakes with easy fixes (The player being deleted on contact with an obstacle, follow quickly by the player deleting the floor) and is overall probably the longest script but the one i enjoined making the most.
Running out of Time
Run through different time periods to save the future
Status | In development |
Author | The Single Grape |
Tags | 2D, Pixel Art, Time Travel, Unity |
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