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Showing posts from April, 2018

Studio - 3 Week-12

This post will be short, maybe even the shortest as all that’s left for the final submission is to finish off the last of the paper work, some last minute bugs and clean up the game. I have also worked on uploading my game to the android play store which has always been a challenge. During the android building the builds need to have many things checked off such as bundle identifiers, company name ,product name and a default icon which is a screen shot edited to fit the 512*512 resolution . In the other settings, we need to set the version & bundle version code every time a build is uploaded to the app store as this helps the play store determine the games version. I started checking the learning outcomes completed this week , which are all in the green which means they are done , along with proof they are there in a small excel sheet . I have also worked on moving all my learning outcomes into one project however this has caused the commit to be very large and GitHub...

Studio - 3 Week-11

My presentation went really well, I made lots of progress which is something I should have done a while back. During the week I mainly worked on balancing the game as well as adding additional eaves as the single player of the game was very simple along with even more balancing. I found a serious level of lag in the multiplayer in regards to the spawning thus I have decided to remove it from multiplayer which although an important feature cannot be there as it affects the performance of the networked game which is due to go down the toilet hole during the showcase . I also worked more closely with my graphic designer to clean up the colors for my UI so it clashes less with other UI elements along with adding more UI, now we have a better leaderboards and an additions of end game scenes as well as a simple help scene to get an idea of how the game works. I also conducted some beta testing this week to find more bugs, I have also consulted with a graphics design teacher for my ...

Studio - 3 Week-10

My presentation this week went terribly, I made a terrible project and basically got lots of negative feedback , I have another presentation due week 11 , I have a lot to think about and a lot to fix. Some of the feedback I got was with in regards to the number of bugs, the first was  in regards to the spawn system , the spawn was not being synced which lead to a broken end game scenario which still has the same broken UI , I will be fixing the UI and revamping it to be more modern more alive and more spiced up . The second was in regards to persistence, my game used so little that it could not even be counted, to remedy that I will be keeping track of the games played as a form of persistence in the leaderboards. Over all it was very bad but I pulled up my socks and worked on it , but before I did I explored some option , the bloom effect in unity would be very helpful however I have no idea to implement it thus I searched and searched after a while I asked my designer f...

Studio - 3 Week-9

For this week I worked on the spawn system, this will be to instantiate and handle the waves and the Ui in regards to it, I am too focused on the multiplayer aspect thus have decided to focus on the single player aspect more, after working through the spawn manager I realized that I might need to spice up the multiplayer thus I worked on making single spawn system for multiplayer and modifying the game manager to accommodate the addition of the spawn manager. After making the changes to the managers I had to rework the enemy behavior to get the different movement patterns to work, this was a bit time consuming as I had to work on five different patterns which took some time to do however the way they are assigned to the enemy behavior take the parent object into account as well when they are found thus the patterns had to be reworked so that the first point in the pattern. Next, I had to decouple the health system from the player behavior as this made the player behavior very...