Thursday, May 4, 2017

Duncan Post 5/4/2017

This blog post will cover the work of the past 2 weeks plus one day from before I left for Washington DC. I have made a lot of progress in fixing bugs, and also developed two different bosses as well as the basis for the levels on which they can be fought. While working on both the bosses I made a health bar because they will have a lot more health than most of the enemies encountered in the game, previously it worked based on time and wasn't actually taking into account current health. Now it works exactly as a health bar should and reflects how much health they have left out of a total. It also disappears when the boss dies. One bug I fixed was where the bullets that I had fixed from shooting too far to the left last time was now making the bullets on the right shoot shorter distances, another was the inability of Pojo to respawn after dying to bosses which I fixed by condensing some of the code to the Controls class, something I will need to do a lot more of. Here is a picture of one of the bosses in action:
This bosses only current power is to move faster as he has less health, but he is very difficult to kill because of the moving platforms and his movement is circular so you cannot just spam bullets at him. I had some difficulty with the moving platforms at first because there is a bug where they can pull you along the ground so I had to move them all higher, Max will work on this bug. Moving forward I am going to work on condensing and commenting a lot of the code before we merge again, this upcoming will be the biggest merge yet and therefore very likely to result in a lot of bugs. I also fixed the longstanding bug on the previous boss where he would reflect the bullets into you but produce an error. I will also begin to work on level design and making arrays for the many parts of our code that will end up being a lot of if statements if not taken care of. Finally I am making another power for Abdul where he will be able to drop exploding bullets.

Tasks I completed:


  • Make moving platforms move in a contiguous way
  • Add moving platforms to boss level
  • Make bar delete itself when enemy dies
  • Give Abdul powers
  • Upload to dropbox
  • Start making Abdul
  • Make more boss powers
  • Make boss sprite requests
  • Fix bug when boss gets shot that appears to do nothing


Active Tasks I hope to complete:

  • Fix Unity
  • Fix bug where Pojo is changing paintoffset when he jumps
  • Make Another Boss Level 
  • Start level design
  • Make score class into array


Max Post for 5/4/2017

I spent almost all week working on our scoring system. I ran into a lot of problems with this, but this was mostly due to my lack of knowledge surrounding Unity. I found out a really great way to say integers to the disk, and I used this to check for highscores. Currently, this only works on level one. I wanted to condense code as much as possible, so I did not extend to other levels. I will once I think of a way to condense my if statements. If I did not do this, we would have 36 statements! I almost got this done this class, but I ran out of time. I will be working on finishing the scoring altogether this weekend, then I will go back to finishing levels!
I used this picture last week as a visual, but now it actually works with the code! This is the only visual thing I did this week. In addition, I emailed Noah about getting possible sprites for the game. So next week I should be implementing some of those.

Tasks I Completed This Week:
  • Email Noah Sprite Requests
  • Find star system tutorial (I marked this as complete, but I actually did it all myself. No good tutorials)
  • Save highscore to disk using playerprefs
  • Create visual aspect of scoring system
  • Condense if statements in unlock script

Active Tasks I Hope to Complete:
  • Finish star system
  • Figure out how to loop through brushes in a concise way
  • Extend scoring system to multiple levels
  • Create level 2 in Unity

Once I can figure out a way to loop through the brushes (the gameobject that acts as "stars"), then the scoring will be done!

Wednesday, April 26, 2017

Max Post for 4/28/2017

Sadly this week was another one day week. Monday I was still in D.C. for Con Team Nationals, and this Friday I have to go to a scholarship dinner at the University of Oregon. That being said, I made some progress on our score system. However, it is far from complete. Currently, the score is saved to the scene, but I need to pass the score between scenes. The percentage in each level works beautifully, but lighting up paint brushes to represent score is not yet functional.
The final version will look something like this, where the paintbrush will light up once it has been earned. This functionality is not currently in the game. I did, however, upload my game to Dropbox, so hopefully I will be able to work on it once I have caught up on school! I hope to get in touch with the artists soon to ask them about their availability so the game will look good.

Tasks I Completed this Week:
  • try to write a new star_unlock script
  • Redo some formatting in the scenes
  • Begin working on star system
  • Upload more assets to dropbox to work on at home

Tasks I Hope to Complete:
  • Find star system tutorial
  • Finish star system for functionality
Next week and hopefully this weekend will be all about finishing up the star system!


Tuesday, April 18, 2017

Duncan Post 3-23-17

This week Max and I began working separately again after merging, I primarily worked on creating new powers for the boss and making it a lot more difficult than the normal level enemies will be. The bullets can now reflect off the boss and kill Pojo in one hit because Pojo only has one health right now. I am considering giving him more health because the boss is actually extremely difficult right now, the range for bullets is pretty short and when it bounces off the boss the range becomes infinite so they are difficult to react to because they bounce back so quickly, and the boss is invulnerable 50% of the time. Here's an image of a bullet being reflected:
I also worked on a bug that had been changing where the paint instantiated itself below Pojo even though it was never supposed to change. For some reason if you jumped off ground and went far enough the paint would instantiate itself a little lower sometimes and I still have no idea why. The code is only supposed to put the paint below Pojo but it changed sometimes. I have put in a temporary fix to maintain the paint at ground level for testing purposes - so it is coded to be in line with the ground at world level for now.


Tasks Completed

  • Fix bug where Pojo is changing paintoffset when he jumps
  • Comment code
  • Make bullets reflectable
  • Change some movement factors for Pojo
  • Change camera view with certain actions

Tasks to be Completed
  • Give boss a health bar
  • Make more boss powers
  • Work on a document for making bosses

Max Post for the Week 4/21/2017

Not much to say here! I am currently uploading my game to dropbox so I can work on it in DC. I wanted to get it some stuff done, but I would not be able to work on it over the weekend if I did not upload it. Unfortunately I will not be here to work on Thursday.

Tasks I Completed:
  • Upload to dropbox
Tasks I Hope to Complete:
  • Begin working on star system
I will be working on a star system if I find time over the weekend.

Friday, April 14, 2017

Duncan Post 4/14/2017

This week Max and I continued to work separately on our projects. I focused on making a health bar for the one boss I have so far. Originally I created the health bar to be based off time to make sure it worked which was probably a mistake because I then spent the majority of one day figuring out how to change it to work when it was based instead off the actual health of the boss. I also ended up deleting the entire new class I made for the health and then moving the code over to the enemy damage class. Another thing that effected the health bar was that part of the bosses power was being invulnerable to bullets some of the time and the health bar was accounting for the hit even though it wasn't effecting the bosses actual health. Max and I also decided to change the camera perspective because you couldn't see much of the screen around you. Here's a picture of the boss with a health bar:
Going forward Max is going to complete a star system and then I will continue making bosses, I am pretty much done with this boss (Darryl the Tank) and I'm going to work on Rob the Builder next. I also made a document detailing how I wanted the bosses to look to send to the people who made the other sprites for our game. There are continuing bugs otherwise known as features that remain for me to fix that are included in tasks I want to complete. I am going to send the sprite requests later so once they send them to us we will actually be able to work on it because we will be leaving for competition soon.

Tasks I completed:


  • Give boss a health bar
  • Create document for other bosses
  • Make health bar based on actual health
  • Fix Pojo shooting bug to the left


Active Tasks I hope to complete:


  • Make more boss powers
  • Fix Unity
  • Fix bug where Pojo is changing paintoffset when he jumps
  • Make bar delete itself when enemy dies
  • Make boss sprite requests
  • Fix bug when boss gets shot that appears to do nothing

Max Post for the Week 4/14/2017

On Monday Unity was not working, so I had to uninstall and re-install it. This took up most of the day, but by the end I could get Pojo to run on my phone! On Wednesday I spent a lot of time creating a target system. Essentially, you shoot the target, and it gives you access to another area through a wall. Shooting it makes it shatter.
This is how the target looks in the game so far. You jump on the block's head as it is moving, and shoot the target. This will make the temporary wall go away. Today, I began working on a star system to implement in the game. It will be based on the amount of the level that is painted. I got the visual aspect implemented, but it does not have any correlation to the actual level yet.
This is what the level button looks like. When you get to different percentages, the paintbrushes will light up. Our tentative percentages are 50%, 70%, and 90%.

Tasks I Completed:
  • Test pojo on phone
  • Fix unity to run on phone
  • Fix layer ordering
  • Change camera height
  • Research target system
  • Make a breakable target w/ "animation"
  • Make last weeks blog post
  • Make door disappear when target is shot
  • Create panel + paintbrushes in game
Active Tasks I Hope to Complete:
  • Begin working on star system
  • Create level 2 in Unity
  • Paintbrushes light up when percentages are met
Next week will be spent getting a star system working. Unfortunately I will only have one day (Tuesday) to do this, as I leave to nationals.


Wednesday, April 12, 2017

Max Post for the Week 4/7/2017

This week Duncan and I decided to add more features to play with in level design. This week, I developed a spring system! You can now jump to higher areas through use of a spring, which is a pretty basic mechanic. To do this, I had to write my own script and implement it in the game.
This is what it looks like implemented into the level. I have also added the spring to the block fellow so it can move back and forwards. I am going to use this to allow Pojo to shoot a target to open a higher door. This has yet to be implemented. We also got some new art, so I had to implement some of it into the game. All I have done so far is replace the spikes.

Tasks I Completed:
  • replace all spikes (twice)
  • Implement some art from the graphic design class
  • Recreate locks with new sprite
  • Remake spring part of level (Unity crashed)
  • Make sign on level
  • Implement spring system
  • Research making a spring

Active Tasks I Hope to Complete:
  • Test pojo on phone
  • Fix unity to run on phone
  • Fix layer ordering
  • Change camera height
  • Research target system
  • Create level 2 in Unity
I hope to keep working on level 2 and fix a bunch of small, annoying things. Unity has been crashing recently when I try to run it on my phone, so I will try to fix that too.


Thursday, March 23, 2017

Max Post for the Week 3/23/2017

I began working on level 2 this week. Currently, there is one moving platform and a platforming jump. I also cut down a lot of code on the respawn system, because it turns out Duncan and I were respawning all objects extremely inefficiently. Today, I started researching how to create a spring system for level two. We wanted to add more platforming elements besides just basic running and jumping, and springs are a good way to do this.


This is what I have for level two so far. As you can see, there is the spring. Right now it lacks functionality. The player will have to do many platforming jumps to go to the left, and then will eventually end up above the base level. The player will have to jump back and over to the ending on the platform to the right of where Pojo begins. The spring of course will not be there, it will be used to jump to the higher level.

Tasks I completed:

  • Create moving platform "challenge" in level 2
  • Reset moving block on death
  • Change Respawn System (cut a lot of code)
  • Create new message bubble for level 2
  • Get Spring sprite
  • Create level 2 in Piskel

Active Tasks I hope to complete:
  • Research making a spring
  • Create level 2 in Unity
  • Implement spring system
Next week I hope to add functionality to the spring, and to complete level two completely!

Friday, March 17, 2017

Duncan Post 3/17/2017

The past 2 weeks I have worked on even more bugs, and actually fixed a bunch, almost all of the ones that are still in the game are barely even noticeable. I also made a Vinnie the Vandal boss that right now is just a sprite from a Megaman game that we will change later. It actually has several cool things about it, I added a feature to the enemy damage script that allows it to become temporarily immune, it is currently just based on a timer feature, but it could be based on other features later. There was a bug where Pojo could still paint the ground when he was dead because we were just unrendering the sprite and so when Pojo landed on spikes he would paint the ground, I took care of that by making the prefab not work when Pojo wasn't rendered. The picture below is a picture of the boss in action, its only movement right now is right or left on an assigned speed.


Another bug I fixed was the painting of the ground, it was double counting sometimes because I had it counting how much of the ground was painted on a very small pixel basis, when I made it bigger it stopped happening. I also merged with Max which took a significant portion of the class. Moving forward I will keep fixing bugs while Max makes more levels. I will also keep developing bosses and powers for the bosses in the future.

Tasks Completed
  • Create boss
  • Make rough drafts of boss in paint/find sprite
  • Continue fixing bugs
  • Fix bug for spikes 
  • Fix painting ground its bugged.
  • Fix percentage counter for paint prefabs
  • Do sprint demo
  • Log into Asana
  • Merge with Max
  • Continue fixing bugs
Tasks to be Completed
  • Fix bug where Pojo is changing paintoffset when he jumps
  • Comment code
  • Give boss a health bar
  • Give Pojo a health bar
  • Make more boss powers

Max Post for the Week 3/17/2017

This week was partly stalled by merging. Duncan and I merged what we have been working on over the last month into one cohesive project! So Duncan's bug fixes are now implemented in my complete level one. There were a number of annoying problems that arose when merging, such as having to resize most of the backgrounds and implement layering into some sprites (what they are/are not on top of).

I also began working on level two at the end of the week. I drafted a rough level on piskel that just contains the idea of the level, not the actual platforming or enemy placement intricacies.

Here is the general idea of the level. You will spawn in the middle, and the right side will be blocked off by a fence. This means you will have to journey left to receive a key. Once you get the key, to avoid repetition, there will be a moving platform to take you above the level! There will be even more platforming challenges up here before returning back to the original spawn point. I have yet to implement a key and lock system, and I have not fleshed out the exact details of the level. That is for next week!

Tasks I completed:
  • fix bullet counter when Pojo dies
  • Upload Pojo to Dropbox
  • Help Duncan with merge
  • Fix merge errors (like resizing)
  • Research Level 2
  • Research lock and key system
  • Draft level 2 in piskel
  • Blog post

Active Tasks I hope to complete:
  • Create level 2 in Piskel
  • Create level 2 in Unity
  • Implement lock and key system

I will most likely add a lot of subtasks here, as making the level will not be easy.

Duncan Post 3/3/2017

This week I added a lot of features to Pojo and continued my work on fixing his many bugs. The wall jumping has been completely fixed as far as I can tell and has not occurred again in any of my test runs. I had to slightly change the ground detection system and added a distToGround variable that would not let him jump if it was greater than 0, the distance being based on how much y distance the sprite had from the last prefab it had contacted. After all the work on bugs I took a break by beginning to make ideas for bosses, the current name ideas are: Sully the Scraper, Vinnie the Vandal, Darryl the Vacuum, Abdul the Paintbrush, and Rob the Builder all of whom have unique powers. I am going to begin work on Darryl the Vacuum by giving him a sprite and developing some powers for him. We are also going to change Pojo's blood prefab.
Max and I have replaced the old Pojo sprite with a simple square because the old sprite and its polygon collider were causing a lot of problems and we were not even going to end up using it in the final version. I created a bullet randomizer that decides to either make a + or - with a 50-50 then uses the chosen symbol to either subtract or add to the original place where it shoots from - the center of Pojo. Moving forward Max and I intend to merge next week sometime and I will make a boss and implement it into the game.

Tasks Completed


  • Create boss ideas
  • Fix other numerous bugs that are not game breaking
  • Change blood prefab
  • Begin implementing different things bosses can do that are special
  • Change the way the blood shoots
Tasks to be Completed
  • Create boss
  • Make rough drafts of boss in paint/find sprite
  • Continue fixing bugs

Thursday, March 9, 2017

Duncan Post 2/23/2017

I continued work on fixing bugs this week, the primary one being that Pojo can essentially wall jump without that even being intended. I've been through numerous attempts to fix it and I finally got it working although there are still problems with jumping and movement that can be attributed to the sprite for Pojo. Since we are going to use a different sprite eventually I am going to just leave those alone for now even though some of them may continue with a new sprite.
I created a new way for Pojo to calculate the paint as well. I might just rework the entire paint system when we get a new sprite because it is kind of buggy with the current system and doesn't paint based off several characteristics of the ground. There are numerous other bugs that I need to fix right now. The wall jumping has been semi fixed too, it still happens for some reason on certain kinds of walls on the Ground prefab but not others.

Tasks Completed
  • Fix wall jumping Pojo
  • Fix other numerous bugs that are not game breaking
  • Make the bounds for Pojo's death bigger
Tasks to be Completed
  • Create bosses?
  • Fix bullet counter

Friday, March 3, 2017

Max Post for the Week 3/3/2017

I got a lot done on level one this week! First I timed classic platformer games and compared how long it takes to finish the first level. Length wise our first level is comparable to Mario. I also changed how Pojo can move on the app by removing the arrow keys. Now Pojo moves by touching the left/right side of the screen. This was difficult because I had to divide the screen and detect touches on non-GUI objects. There were a lot of little things that had to be fixed with this, such as not counting GUI objects as screen taps. I also removed the sprite we have been using. This is because there were a lot of bugs that came it and there was no point in fixing them, because its not the final sprite.

As you can see there are no arrows! The buttons look really big, but its so its easier to tap them on the screen on a phone. The reason we eliminated the arrows is because they were awkward to tap on the phone. We moved the buttons to the middle to make it easier to play.


I also added some gameplay updates to make the first level less linear and more interesting. This represents a part of the level where Pojo has to take a leap of faith to make it on to the platform.

Tasks I completed:
  • Adjust sign size to look better
  • Time Mario Level One and Pojo Level One; compare
  • Add more crystals by changing level slightly so its not so linear
  • Load up Pojo on the phone and test if it works
  • Create Level 1
  • Replace Pojo with Red Square for now
  • Fix paint offset for square sprite
  • Make it so Pojo moves by touching the screen, not through buttons
  • Get rid of arrow keys, move jump and shoot to middle of screen
  • Pressing button does not count as screen tap
  • Make buttons larger
  • Fix bug where pojo runs left/right after dying without input
  • Fix bug where Pojo infinitely goes in one direction if held down when dies
  • Add some game updates to level one
Next week I hope to improve upon the left/right tapping system by detecting multiple touches so Pojo will begin moving the other direction. For example, if two fingers are being held down and one is let go, I want Pojo to go to the side that is still held down. Right now he will just stop. I also hope to fix some jumping mechanics so Pojo maintains momentum in air. This makes the game more fluid on the phone.

Active Tasks I Hope to Complete:
  • Move left/right when one finger is let go and the other stays held on
  • Maintain jump momentum when button is let go
  • Put Duncan fixes into my game (surrounding the old sprite, so maybe no necessary now)
  • Look into changing jump height with hold time

Monday, February 27, 2017

Duncan Post 2/16/2017


This week I merged all the work I had been doing into what Max had done in Dropbox. In doing so I had to change parts of my code again because Max had made changes to the movement system that effected how the player sprite interacted with the Ground prefab and script I had added to count the amount of ground that was painted. With almost all the changes to the game done that we need right now we also began to talk about level design and making a first level.



I also fixed an error where whenever Pojo touched the side of a Ground prefab an error would start spamming that said IndexOutOfRangeException - Array index is out of range. I had incorrectly done some of the math that detected whether or not Pojo was touching the ground. Where I defined touched I had added 1 and I hadn't taken that back into account when running this line:
 int idx = (int)((touched.Length * pos / (bounds.extents.x * 2.0)));
So I added -1:
int idx = (int)((touched.Length * pos / (bounds.extents.x * 2.0))-1);
and I fixed it.
With the projects merged we now plan on starting level design and making a first level which will be more tutorial based. We will also likely begin replacing some of the sprites that we just had as placeholders.

Tasks Completed

  • Fix bug that spawns errors
  • Fix bug that makes Pojo white
  • Change Pojo sprite collider so it works better with ground prefabs

Tasks to be Completed

  • Fix wall jumping Pojo

Thursday, February 23, 2017

Max Post for the Week 2/23/2017

This week I started doing level design! I designed a basic first level, with simple hazards and tutorials. I also created a purpose for the sign I created last week. When you walk over it, a message pops up like a tutorial. I made a series of these across the first level. This was the first script I made with absolutely 0 outside input or help, it was pretty simple. After making a mock-up of my level design I implemented it into Unity.


This is what the level looked like when I mocked it up on Piskel. The black means sign, green is ground, light blue is crystals, reds are hazards, yellow is the moving platform, and dark blue is the end of the level.


Here is what it ended up looking like in Unity. The big purple thing is just the UI button, you cannot actually see it there in the game.


Here you can see Pojo hovering over the sign, and the message showing. The text is not finalized, nor is the size. I plan to make the tutorial text bigger. These signs will only be present in the earliest levels. The first level has 6 such signs.

Tasks I completed:

  • Start researching level design
  • Make John's nemesis a moving platform
  • Create mockup of level 1`
  • Make sign interactable
  • Work on sign script
  • Sign activates message when walked over
  • Create messages for every sign on level 1
Next week I hope to refine level one. I will play the first level of Mario and see how long it takes, then check my level as well. After I check for timing, I may make changes to the level.

Active Tasks I hope to complete:
  • Create Level 1 (finalize)
  • Look into changing jump height with hold time (not high priority)
  • Time Mario Level One and Pojo Level One; compare

Thursday, February 16, 2017

Duncan Post 2/10/2017


This week I finished adding a system to keep track of how much of the ground is painted. The main problem is that it cannot count it automatically and you have to paint the entire level to determine the number that says how much of the ground prefabs in the scene are painted and then it is put into the score script and calculated as out of a percentage. I ditched the idea of having lots of little prefabs and seeing if each was painted because I could not make it work that way. Here is an example of the amount of ground being painted being output under the Painted: 


I ran into a lot of problems while attempting to make this and ended up changing several completely different parts of our code substantially in order to make it work. The crystals are now counted differently in the Score.cs script and counted in a similar way to the amount of ground that is painted. I also worked on the shooting of Pojo and made it so holding down the shoot button would make you shoot infinitely. There was also a problem with many of the crystal prefabs that I fixed and at one point I got frustrated with working on the percentage of ground painted and added all 12 levels into the script and unity. Looking ahead Max and I plan to merge next week and maybe even begin level design or a tutorial.
Asana Tasks completed:

  • Make crystals all prefabs
  • Make crystals hitboxes not pentagons and like the shape of the actual crystal
  • Make levels for all the buttons in SleepyMeadows
  • Create a script to paste a bunch of prefabs in a line
  • Find more bugs and fix them
  • Create different ways for starring system to work
  • Make it possible to calculate the amount of ground that is painted
  • Make the text output the number that represents the ground that can be painted as a percentage
  • Holding shoot button shoots continuously
Asana Tasks to be completed:
  • Make it impossible to go above 100%
  • Merge code bases
  • Merge Unity versions and check every single reference
  • Fix my visual studio

Max Post for the Week 2/16/2017

I was put at a standstill on Tuesday this week because I had to wait for Dropbox to upload my project. Duncan and I merged what we had been working on for the last few weeks, so we are now on the same page once again. Today (Thursday) I fixed a couple of bugs surrounding Pojo's collider. I also added the ability for Pojo to shoot infinitely when holding down the shoot button continuously. Additionally, I made a sign sprite that will be intractable in the game to display tutorials in the early levels. Lastly, I spent some time researching early levels of other popular platformers (like Mario). I do not have many pictures to share, but here:
This is the sign I made. It looks a lot better on a smaller scale/screen. When the player touches it, the sign will display a message like a tutorial.
This is the most recent version of our game. As you can see, Pojo is shooting right continuously. Duncan also added the painting percentage system in the top right of the screen.

Tasks I completed:
  • Upload Max Pojo to Dropbox for merging
  • Play some first levels from a variety of platformers to get a sense of gameplay
  • Infinite shooting when holding button
  • Fix check ground hit box
  • Bug: paint doesn't show up when jumping continuously
  • Create sign sprite
Next week Duncan and I will hopefully be creating our first REAL levels! We will probably get sidetracked with bug fixes, however, because the gameplay is not fully polished.

Active Tasks I hope to complete:
  • Make sign intractable
  • Look into changing jump height with hold time
  • Start researching level design
  • Create Level 1


Friday, February 10, 2017

Max Post for the Week of 2/10/2017

This week was very productive, but I ended up doing a lot of things I did not anticipate doing this week. The biggest thing I did was create a new (though not final) Pojo sprite, and allowed him to flip and shoot in two different directions. This is pictured below.


To do this, I had to entirely redo the movement system that we created on day one. With this new movement, Pojo slides a lot less and so the player has a lot more control over their movement. A lot of bugs came with this new movement system and flipping/shooting. This includes colliders, camera glitches, and interaction with other objects. There are no longer any major, game-breaking bugs (that we know of)!

Tasks I Completed:

  • Fix Collider on New Sprite
  • Change Player Collider to Polygon, not box
  • Fix pause menu glitches for level 2
  • Tighten up movement controls to control slide.
  • Player sprite flips when going left/right
  • Touch Controls + new movement and flipping
  • Fix Trigger Passthrough Error
  • Fix error where Pojo respawns twice when jumping on hazards
  • Look into slight snapping when sprite flipping (its annoying)
  • shoot in both directions
Next week I want to fix a couple more small bugs that take away from the game. Duncan and I will also be merging code bases. I am also going to (hopefully) begin designing some REAL levels with all of the mechanics we have created so far.

Active Tasks I Hope to Complete:
  • Look into changing jump height with hold time
  • Bug: paint doesn't show up when jumping continuously
  • Bug: paint turns white when jumping on hazard.

Thursday, February 2, 2017

Duncan Post 2/2/2017

This week I continued my work on creating a tiling system that will keep track of whether or not a block is painted and then add that to the percentage of the game that is "painted." Currently the script works by instantiating prefabs in a line from wherever I have placed an empty GameObject in the scene. I have another line that is meant to create a circle of the prefabs but it is not working right now. Here is an example of the code being implemented:

I also worked on making all the buttons in the level select for Sleepy Meadows have levels attached to them and then started making empty scenes for them so they would be in the build settings. I played around with a new kind of design for a fourth level and actually made a new scene in it unlike the other levels, the screenshot is from the fourth level. Looking forward Max and I plan on merging our games next week. I have spent a lot of time working on the script to make a lot of little Ground prefabs and hope to be done with it some time next week.
Asana Tasks Completed:

  • Make Ground completely solid from all sides
  • Create new way for player to interact with Ground prefab, current is buggy
  • Make crystals all prefabs
  • Make crystals hitboxes not pentagons and like the shape of the actual crystal
  • Make levels for all the buttons in SleepyMeadows
  • Find more bugs and fix them 
Asana Tasks to be Completed:
  • Fix Unity
  • Find more bugs and fix them
  • Work on script to create tons of little bricks
  • Create different ways for starring system to work
  • Creation of a tutorial/think of ways to introduce abilities of Pojo to new players
  • Merge code bases

Max Post for the Week 2/2/2017

This week I got a lot done on the level unlock system. Last week I implemented a way to end levels manually (going through an exit), and this week I actually made the unlocks work. Completing a level now unlocks the next level for play, and the level is permanently unlocked (unless you delete the app). I had to make a new level unlock script to make it work. Below is a picture of the level select screen with the first three levels unlocked. The "L" is just a temporary place holder for a lock until we get a better sprite.



As you can see, I also added a back button in the top right corner of all menu screens. This allows you to freely travel between the menus without having to use the Android back button (though we might add this support later).

Another major thing I did was redo the way our enemies and movable platforms move by overhauling the object move script. I made it so you create game object points, and the script just makes the platform move towards the points, which there can be an infinite number of. I also had to figure out how to make Pojo stay on the platform and match the platforms speed. I did this by making Pojo a child of the platform when they collide. I then fixed a bug where Pojo was ALWAYS a child of the platform.



I also spent a little bit of time deleting code we do not use, including entire scripts that we won't need in the future.

Tasks I completed

  • Create Visual Indication of Unlock
  • Make locked buttons not interactable
  • Finish unlock system with buttons and arrays, visual and all
  • Clear Unnecessary/Unused Scripts
  • Add menu mobility so you can fluidly move through screens (this was the back button)
  • Create new moving platform script
  • Stay on moving platform
  • Create platform that can move through multiple points
  • Fix bug where Pojo is always a child of the moving platform.
Next week I plan to add one last core mechanic, shooting in two directions. Right now Pojo can only shoot right, which is not good game design. I will spend the first day next week (and more if it takes it) doing this. After this I will begin basic level design!

Active Tasks I Hope to Complete Next Week:
  • Shoot in both directions

Thursday, January 26, 2017

Duncan Post 24-26 January 2017

This week I spent a lot of time working on first finding a way to implement a system that keeps track of how much of the ground is painted and then after deciding that actually creating it. I decided to create a script that would generate a lot of prefabs of our Ground sprite in whatever pattern I decided to. I did a lot of research into methods to do this and could not find much in regards to Unity c# ways that this had been done. The script I have so far will just create a Ground sprite in one place 32 units below wherever the empty GameObject I created is. The way I have it written it is meant to create a circle of Ground prefabs, but the math for it is not complete right now.

I also created a third level and looked at a lot of the stuff Max had been working on for the menu in order to learn how it works. When I created the third level I found out the spike prefab had a bug where it would not kill you if you were shooting because it slightly offset your character for some reason. I fixed this by changing the bullet shooting code so it did not offset you at all.

Level Three I created which includes a new enemy chair later in the level:


Next Week:
I am going to focus on finishing the script so we can keep track of the paint on the ground and keep working on other parts of the game that add to a goal system. I will also add more comments throughout my code because there definitely is not enough at the moment.

Asana Tasks:


  • Learn how to mass comment things in visual studio
  • Learn about how the menu and buttons work
  • Fix spikes prefab
  • Assign third level button
  • Add chair enemy
  • Create blog
  • Invite Max to blog
  • Work on script to create a lot of prefabs
  • Find a tutorial for mass creation of prefabs

Max Post for the Week of 1/26/2017

This week I worked a lot on fixing some minor things and overhauling an unlock system. I did not get the unlock system fully completed, but it is very close. I also added a way to definitely end levels through a door system. This way the user has more control on when and how to end levels. I do not have a sprite for it now, but it will end up looking like some sort of painting to walk into (rough idea). This involved a script that will also unlock the next level permanently.

The current exit is pictured below. You can walk into it and it takes you back to the level select screen with the next level unlocked. Pretty cool!



One minor thing I did was remove the broken infinite scrolling and random lines on the world select screen pictured below.


Tasks I Completed:
  • Fix infinite scroll issues on world select
  • Get rid of panel line on world select scroll
  • Create blog account: Max
  • Add end to level
  • Learn about mass commenting (very minor thing)
  • Finish levels by jumping instead of pressing up (to avoid menu clutter)
  • Create level system that removes locks on future levels when a level is completed (visual)
  • Research ways to do level unlock
  • Create visual level unlock script
  • Max Blog Post for 1/26/2017

Next week I plan to turn the purely visual unlock system into a full fledged one. By the end of next week I hope to start level design as I will be able to unlock/lock levels at a whim. If I have time I will also add a couple core mechanics, such as the ability to shoot in two directions.

Active Tasks I Hope to Complete Next Week:
  • Finish unlock system with buttons and arrays, visual and all
  • Stay on moving platform
  • shoot in both directions