Task 3 - Blog 3
Introduction
today i wrapped up my project, i have implemented the win and lose conditions for the level, the UI is up and running, the Drones have been tweaked and my hair is still on my head (mostly).
Goals
to have the game completed and built.
to have all lose ends tidied up.
Issues and Risks
set a respawn fnction in the PlayerDeath.cs component and set the max respawns to 3, at first it worked but then after i made the HUD to display the respawn counts it started counting to 5. i couldnt find a fix for this so i set the max amount to 1.
i had some issues with the UI, some buttons werent functioning as intended and i soon relaized instead of activating a seperate panel i was activing the button i was clicking which had unintended side effects.
when i was building the project the 1st time i spent an hour carefully trying to solve all these issues Unity was throwing at me all of a sudden, in the end i deleted all the suspect scripts and tied off any lose ends in other scripts that had dependencies to the now deleted scripts.
i had a tough time trying to figure out how to call my game over UI's if the player should win or lose, i tried calling them directly via script but was unsure how, i used the animator but couldnt get them to trigger correctly. eventually i just prefabbed my UI's and dropped them into seperate scenes and called those scenes instead.
SGD300 Dungeon Siege Class Project
Status | Prototype |
Author | The_Bazman |
Genre | Adventure |
Tags | Game Design, programming, Unity |
More posts
- Task 3 - Blog 2Oct 19, 2019
- Task 3 - Blog 1Oct 18, 2019
- Weekl 10 - Enemy AI Wrap-upSep 27, 2019
- Week 7 - Updates to Enemy AISep 04, 2019
- Week 6 - Statemachines and Coroutines continuedAug 28, 2019
- Week 5 - State Machines and CoroutinesAug 21, 2019
- Expanding Enemy A.I. BehaviourAug 14, 2019
- Enemy A.I.Aug 07, 2019
Leave a comment
Log in with itch.io to leave a comment.