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