8.5.19 – Coding and Building My Project

Yesterday I worked on the final bit of coding for my project. I added a script to allow the player to exit the game by pressing the “escape” key. To do this, I reused a script from a previous project. Here is a screenshot of that script:Exit Script Screenshot

I added the Debug.log to allow me to test the script within the game engine, since it doesn’t actually quit the game or visibly do anything. Adding the debug log shows a message in the inspector when the script runs, allowing me to see that the script is actually working.

Today I decided that I feel my project is finished, so I built the project to allow people to actually play it. I may post the project online or send it to some friends and other students to allow them to play it so I can get feedback.

7.5.19 – Overview of Last Week and Planning for This Week

Last week I worked on the coding for my project and managed to create a script for stamina within my game. This week I need to add a script to allow the player to exit the game by pressing the “escape” key, and the I need to build my game. After that I need to begin working on my evaluation.

I may end up posting my game online for other people to play and give feedback which can then contribute towards my evaluation. I also need to work on my bibliography.

 

 

 

2.5.19 – More Scene Dressing and Coding Stamina

Yesterday I managed to code stamina into my game. The screenshot below shows the script I used:

Stamina Script

To create this script, I asked for help from one of my teachers who explained how each part of the code worked and showed me what to do. I then experimented with different values for the stamina, regenSpeed, and degenSpeed until I found values that I felt worked well within the game. I decided against using a stamina bar and instead used text to display the player’s stamina. An example of this can be seen below:

Gameplay screenshot with stamina.PNG

As well as coding the stamina, I added more to the scenery in my game, as I felt that some areas of the map were lacking in details and that there weren’t enough collectables in the game. Below, you can see an updated version of my map:

Updated Map screenshot

I also decided to edit the materials for certain collectables to make them stand out more from the non-collectable versions of those assets. The most obvious of these changes is the material for the collectable flowers, which now looks like this:

New flower collectable.PNG

30.4.19 – Overview of Last Week and Planning for This Week

Last week I worked on my coding and a couple of issues regarding colliders. I managed to create a script to make the collectables disappear when the player comes into contact with them, and to count how many collectables are left for the player to collect. I hoped I would be able to finish my coding last week, however, since I’m still having a 
POTS flare, I have been unable to do all the work I wanted to, meaning I will have to continue with my coding this week as well. I may end up only being able to code the stamina in my game depending on how well I am able to focus.

25.4.19 – Choosing a Better Font for Accessibility in my Project

After I created the UI text for my project, I remembered that there is a font called OpenDyslexic, which is free to use and has no usage restrictions. It is an open source font that is designed to be easier to read for people with dyslexia.

(Source: https://opendyslexic.org/about)

I would also like to try and add a background to the text to make it stand out more, which in turn would make it easier to read. Here’s what it looks like in the project:

 

OpenDyslexic UI screenshot

25.4.19 – Coding the Collectables and Fixing More Colliders

Today I worked on coding the collectables in my project so that the score would be visible in the corner of the screen, and so that the objects would disappear once collected. Here is a screenshot of my script:

Collectable script screenshot.PNG

To make this script, I actually copied a script that I made back in September for another project and then modified it to work with this project. Here is the original script, just for reference:

Scores and pickups script screenshot

I also had to modify some of the colliders on the collectables in my scene, since a few of them didn’t work correctly. The ones that didn’t work were replaced with box colliders. Here are some examples:

Collectable lizard collider exampleCollectable mushroom collider exampleFlower collider example

Here are also some examples of how the screen looks while playing the game:

UI text gameplay screenshot 1UI text gameplay screenshot 2

The “New Text” in the upper left corner is what I plan to use to show the player how much stamina they have left. I plan to do this by have the stamina shown as a number that gets lower when the player runs. This means that I won’t have to design a stamina bar as it can just be shown using text instead.

24.4.19 – Colliders and Skybox

Today I mostly worked on adding colliders to the objects in my scene. I was able to add mesh colliders to many of the objects, which saved me a lot of time, however the mesh colliders didn’t work on the trees in my scene so I instead used capsule colliders on them. Below are some examples:

Tree colliders 1Tree colliders 2

I also created a new skybox for my scene, which can be seen in the screenshots above, however the screenshot below show it better:

Skybox Screenshot

As well as this, I realised I needed a way to stop the player from being able to fall off the edge of the map, so I added four cubes around the edge and turned off the mesh renderer for them. The outlines of the cubes can be seen in this screenshot:

Edge Wall Screenshot.PNG

Finally, I also added in player character. For this, I used Unity’s FPSController from the standard assets pack, and edited some of the settings. The settings I’ve chosen to use can be seen in this screenshot:

FPS Controller Settings Screenshot

23.4.19 – Scene Dressing From Last Week

Below are some screenshots of work that I did last week but didn’t get the chance to upload to my blog:

Scene dressing screenshot 11Scene dressing screenshot 12Scene dressing screenshot 13Scene dressing screenshot 14

These screenshots show how I’ve added more detail to the desert area of my map, as well as filling in parts of the riverbed with rocks to make it less deep. I also tagged all the collectable objects in the scene as “collectable” so that I can use this when it comes to the coding aspects of my project.

23.4.19 – Overview of Last Week and Planning for This Week

Last week I worked on the scene dressing for my project. For the most part, this wasn’t too difficult, and I managed to get a decent amount of work done, however I wasn’t able to do quite as much work as I had originally wanted to, since I was still unwell for much of the week.

This week, I would like to work mostly on the coding aspect of my project, however I may also work a little bit more on my scene dressing, since I don’t yet feel that my scene is as detailed as I would like it to be. For the coding work, I will need assistance from one of my teachers, although I may also be able to ask other students for assistance if necessary.