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Gamespace: Target Audience

My target audience are people who enjoy playing platformer games such as 3D Mario platformer games, spyro, Hollow Knight etc. People of any age range can play this game as long as they still have the dexterity to press certain keys quickly therefore this may not be the best game for someone who is elderly.

Gamespace: Game Concept & Strategy

The Game Concept & Strategy for my Gamespace: The player controls a rolling ball with keyboard commands which allow the player to collect items (mini balls). A score will be displayed on the screen showing the player's progress as they travel through the world. When all items are collected, a winning message will be displayed showing the player that they have completed the objective of the gamespace. I will also include enemies (rain clouds) which will decrease the player's health if they collide with its rain particles. If the player's health decreases to zero, the game will restart. Moreover, if the player falls off the platform, the game will restart.

Gamespace: Idea & Inspiration

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I wanted my gamespace to be a rolling ball platformer game. I personally really enjoy these types of games and therefore thought it would be fun if I could make my own. My inspiration for this game is a mixture of a phone game named 'Rolling sky' which is a third person ball rolling game where you need to avoid obstacles and collect gems in time with the music and 'Super Mario Bros' a platformer game I have been playing since I was a child. Screenshot from Rolling Sky Screenshot from New Super Mario Bros Bibliography & References   [1] https://play.google.com/store/apps/details?id=com.milddev.guideforrlsky

Unity Project 6: Coin Collection (Code Explained)

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This is the script used to control the health bar.  When damage is taken the health is decreased. Health bar script This script creates the floating effect that is on the coin by transforming the values on the y-axis by using a Sin wave from its original position. Idle Move script This script allows the player to pick up the coin.  Each coin is assigned to a tag named "Player" and therefore whenever the player collides with any object assigned to this tag the particle system is played creating a particle explosion and the object (coin) is 'disabled' causing it to disappear as the particle system is played.  The inner and outer mesh are destroyed on collision. Pick up script When the player collides with the object, the health bar decreases by 10. The != operation returns false if its operands are equal, true otherwise. Spike Trap script This script allows the object (coin) to constantly rotate, the speed is defined in ...

Unity Project 6: Health Bar

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Scene view When the player collides with the spike trap, their health is decreased by 10. Gameplay The max health and health is defined.  When the player collides with the spike trap the health bar's foreground (Red colour) is decreased by 10. Health bar inspector

Unity Project 6: Particles

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Particle system acting on the coin Setting the values for the particle system allowed us to cause an explosion type effect with the coin when collected by the player. Looping was unchecked so that the particle system was only activated when triggered by the player. Other elements were also changed such as the colour of the particles so that they matched the colour of the coin. Particle system gameobject

Unity Project 6: Coin Collection

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Standard assets imported from the asset store so that we could use an FPS controller. Standard assets Coin Gameplay Scene view Invisible enemy (Spike)  'Spike Trap' script attached so that when the player collides with the spike trap, an object can be triggered or an event can occur (such as. losing health). Enemy Inspector The 'Pick Up' script is attached to the coin object. Coin Inspector Outer mesh of the coin has an 'Idle Move' and 'Constant Rotation' script attached, allowing the coin to move up and down on the spot as a type of animation. Outer Mesh of Coin Inspector Assets Hierarchy