So game is built, and there's a major bug where the audio levels will reset upon returning to the menu after finishing a level. I won't fix it now since I don't really have time to do the documentation and fix the build, but perhaps if I hadn't used such silly techniques for setting audio levels...
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Some cheeky maths was used to make some nice indicators for enemies. It was also disgusting to make functional for multiple objects, and isn't optimally implemented.
Making the menu work was irritating, but not as complicated as it could have been I supposed, since event listeners exist. Additionally, level loading was very conveniently simple to implement. Also a credit like tip thing or something is implemented as a simple tutorial. I don't really know how to describe it. It just iterates through tips.
This was really quite simple to implement. I thought I might have to write some code for this, but fortunately Unity essentially has a drag and drop setup for audio elements. Playing sound effects when shooting was a little more complicated, but with some cheeky prefabs and instantiation, no problem.
Today I worked on some graphics for the game: rendering a skybox in Blender, and changing materials in Unity to create a more visually appealing game. On this note, creating the skybox in Blender then importing that render into Unity was more complicated than desired.
Today I've been designing the menu. Though completely lacking in functionality, I'm happy with the appearance of it. On this note, Unity UI scaling is... not amazing. Perhaps I'm not using it as well as I could, but I'm missing the level of control CSS gives me.
Haha nice it doesn't fit on Weebly or in the document, hopefully the file upload works though. Edit: Okay oops I set the export resolution too high, and didn't notice because the file was still tiny. Updated with more reasonably sized image.
Is not done. Still. The modelling is taking forever, because I don't actually know what I'm going to be implementing. My plan for implementation is pretty much try to do as much as I can, and I am about $200% certain that I won't run out of things to implement before the end of this project. Basically I'm winging it and trying to implement everything, and hence I don't actually know what the final system may look like. But no matter, I'll just pretend the system does something that I already know I want to put in, even if some of that stuff already doesn't seem feasible. Also what are licensing considerations? They sound like a whole load of hell.
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June 2017
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