Finished game displayed in the scene view. Scene view Assets Uses Rigidbody so that the ball can use physics (Gravity) therefore it doesn't fall through the ground. The 'Rolling Ball' script is attached to the ball which adds force to the ball. Ball Inspector Scene view displaying the invisible cube object which can be used as a trigger for an event. Scene view When the console prints 'COLLIDED', the ball has collided with a specific object (Invisible cube). Console Message The invisible cube that is attached to the 'Trigger' script. When an object does not have a mesh renderer, the object becomes invisible as we cannot see it due to it not having a mesh. Cube Inspector Field of view changed, so that the ball can be seen from a slightly different angle. Follow target script also attached allowing a first person type view of the ball as the camera is set to follow the ball's movement. The camera can be moved so tha
On balance I believe this project was successful in telling a story through gameplay, asset design and the audio used. I created a successful platformer that allows the player to walk, jump, defend and collect items. On reflection there were elements that due to time constraints I wasn't able to implement and therefore I need to work on my time management skills. Throughout this project I have learnt that I need to improve coding in C#. I have realised that when writing code I am not using the most efficient or "cleanest" statements. For example when collected items in my script, I wrote ten if statements for each heart collected. Although this worked and was simple to understand, in future I would attempt to use a loop and array to run through each statement for each count number as this would save me time overall. Unfortunately due to my limited coding knowledge there were a few aspects of the game that I couldn't get to work. This included a health bar/hurt bar
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