- Mess with tire settings
- Add sound
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This week, I created a secondary scene for a title/load up screen, as well as polishing the score text, as well as implementing a multiplier function. I also finally figured out why the buildings tanked the frame rate so much, and had to go back and edit the models directly. However, they work, and are implemented, spawning along with the bridges to block off the road. I also decided on a name, Bridge Mania, as well as actually building the game and creating an executable. I have a product I could present, though I still have a bit of polishing to do to get it exactly how I want. Next week:
- Mess with tire settings - Add sound
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This quarter I helped Mr. Bourgeois with students, ran errands, and generally helped around the classroom. I am an asset to Mr. Bourgeois, keeping order in his absence and helping substitute teachers know the flow of the classroom. I also help students that Mr. Bourgeois is too busy to help, and offer opinions and my expertise in coding and unity to help students overcome issues.
This week I focused on getting the scoring system working and getting some of the UI to display. While I ran into some issues getting the score to reliably register, both from the score tracking trigger needing a rigid body and having physics because of it, making it fall off the back of the truck, and needing to be fairly large to allow Unity to track when it enters the score triggers properly, the scores work how I want them to now. They also display properly, and although I need to polish the UI, they basics are there. Next week:
- Polish UI - Mess around with the cars some more, see if I can set them up to have the same wheel physics as the truck - Obstacles? Maybe? This week has been annoying. I've been trying to figure out how to create a script that turns itself off if certain parameters are met, and I just don't see a way of doing it. I've resorted to just having the movement scripts on their own child in the object, and deleting that. However, the script is also having a lot of difficulty figuring out if the car has crashed or not, and the cars keep teleporting away after they hit the truck for some reason. I don't know what's up with that. Next week:
- Figure out what the heck these cars are doing This week I got the cars to start spawn at random intervals, I got the terrain to duplicate properly, so I have a looping level, and the cars now work on a collier system. While they are on the road, they go forward, and if they leave the road, they slowly decelerate to a stopping point. They still zoom under the truck though. Next week:
- Add colliers to the front of the cars to deactivate them once they get into a crash - If that does't make them not zoom under the truck, fix that - See if by some miracle the buildings work |
AuthorI am 17 years old, and currently enrolled in Durham School of the Arts. Within the Game Design field, I'm looking to become a game writer or a programmer, preferably a combination of the two.
The views and opinions expressed in this blog are solely those of the author and do not represent those of Durham School of the Arts or Durham Public School Archives
June 2018
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