- 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?
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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?
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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 This week, I worked on getting the deletion script. It now removes everything I want it to from the scene. Now, all I have to do is set it back an adequate distance, and it will delete everything behind the truck that I need it to, reducing the strain on Unity, as there is an issue that after a while of dropping into the void, objects gain such high values in their transform that it crashes. I also worked a bit on the car movement script, though I didn't make much headway into making it realistic movement. Next week:
- Car movement script working more realistically. The project is going great. I've been setting goals for myself, and I've been achieving them with my own skills. Be it coding, rendering, modeling, I've been able to power through and solve problems myself, and while my methods might not be the best, most streamline in the world, they work, and that's what matters. This project is going to prove that I know in ins and outs of every step of the game design process, and that is going to go a long way in the game design industry. Once it's done, I can add it to my portfolio, and actually have a fully fleshed out game to point to when people ask "Why should we hire you?". And honestly, I'm excited to see the final project. I've still got a long way to go, and the final project probably won't be exactly what I imagine it will be. Though, I will admit it's extremely satisfying to have everything exactly how I want it to be, and only settling for changes when I realize I genuinely just can't do what I set out to do, instead of having other opinions (as much as I should probably be asking people for those).
This week I got random cars to spawn, including an edited truck asset. However, to do this I had to change their tags, and this made what little of the deletion script I had stop working. I'm currently working on trying to get that to work. I also tried to make a duplication script for the terrain, which did NOT work. In fact, it crashed unity so hard that it took 2 hours for it to unfreeze long enough for me to close the program. So, I'm going to have to look over that script quite a bit before I try and run that again. It didn't even do anything, it just ran for a single frame before just breaking everything, and it wasn't even supposed to do anything in that one frame. I think it tried to instantiate multiple pieces of terrain at once. Oh, and the enemy trucks that I've been instantiating have been changing their trailer height with the player truck, and as I'm writing this I realize that that script is applied to the trailer itself, instead of the asset as a whole, so it makes perfect sense that would be happening and I just need to delete the script from the trailer. Overall, lots of problems, but the random cars are fun. Next week:
- Deletion script - Terrain duplication that doesn't break everything This week I got the bridges to spawn at random heights along the road, although they still choose only from int values instead of doubles, so their choices are limited. I also placed limits on the stretch of the trailer, so you can't go into the negatives nor go up infinitely. I also played around with the wheel values, and made them much more realistic, making the truck easier to control. I also worked on a deletion trigger that currently gets rid of cars as they go through it, but will eventually delete bridges and buildings as well. This will help these computers run the game better, though I'm still worried about implementing the buildings. Unity just really doesn't like them for some reason. Anyways, getting different colored cars to spawn is going to be a tad difficult, but I don't think impossible. Will just have figure out how to instantiate a random prefab out of a selection. Next Week:
- Deletion script deleting more - Random car colors - Maybe instantiate buildings. This week I made a lot of progress, mostly due to basic programming finally clicking. I managed to hammer out a few basic scripts that have let me actually implement some of the key game mechanics of the game. Right now, you can change the height of the truck, though I need to put restrictions on this as you can make it infinitely high and give it negative values, the car obstacles spawn and drive down their lane, and I'm currently working on a script to make the bridges spawn at random heights. I had to edit the prefab a bit for this, so that I only have to move the object in the Y direction rather than change the stretch in the script. I also decided that the camera script I downloaded was too complex for my purposes, and wrote one myself that just holds the camera a certain distance behind the truck. I'm actually really excited that coding is starting to make sense, as the difference between types, bools, integers, and the different parameters starts to click. I certainly can't do anything particularly complex, but it will serve my purposes for now, and that's all I really need. Next week:
- Get the bridge script done - Get different color cars spawning - UI work This week I decided to work on something a little different. Instead of getting the camera to move at the same pace as the truck, which will be next week's goal, I made a little particle emission system to put out exhaust for the truck. They kinda look more like bubbles than smoke, but I like the cute little things. Fits with the cartoon look I'm going for. Next week:
- Get the camera to go at the same speed as the truck Over the past couple of weeks, I've managed to get the truck to actually move how I want it to. WASD controls the steering and throttle of the truck, as well as allowing the camera to move forward and backwards. I've also laid the ground work for the trailer to heighten, but haven't started any of the scripting for that. The collision boxes mostly work, with a couple scenarios leading to Unity crashing due to the complexity, but the common collisions play out fairly well. It's been fun and frustrating to work out the different issues, and very gratifying to make some actual progress. Next week:
- Fiddle with the camera speeds and tire settings to make them run together - Put colliders on the buildings |
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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