Posted May 10, 2024 by LuckyIRL
#2
Updates:
Let's start where I left off in the last log.
What is Left?
Well as you can see, everything left to do, got done. I did not end up needing pickup spawners or checkpoints. The collectables are placed in the chunk prefabs. We did not use checkpoints, it is an all or nothing race. I added a speed boost collectable, health pick up, a jump pick up, and an End Token collectable. I added a few ramps but they are risky to use, how fun. The game has a start and an end screen with button to start and replay the game. I used PhotoShop to create the End screen and the buttons
I used an Audio manager to take care of all the music and sound effects. I like how Unity makes it easy to build managers to control different aspects of the game. I am still learning all Unity can do but I like that nearly anything you want to do, there is a tutorial out there for it, too many sometimes.
Enemy AI
This game was enjoyable to make, the tutorial used prefabs made of cubes and walls. I realized I could use terrains as the prefabs, I was quite pleased with this revelation. This opens up the use of this level generator for an array for many type of games and it is something I will use for future projects.
What I learned from this :
This devlog thing is a good way to get your thoughts about your ideas in front of your eyes, always having them in your head and not on hard copy means you are likely to forget or change something without the whole project in mind. Meaning you change one thing only to realize later on that it won't work with something else you have in-game. Get in all down in a devlog and you don't even have to publish it. Just keep the record for yourself to look back on. Or if you think what you've learned will help someone else, Publish.
I cheated in this video to activate the final chunk, the actually need 10 of the coins to win the game.