Posts

Beta testing

 Good day, my friends tried my game today and found a few bugs. This demonstrates the importance of testing, not just by yourself but also letting other people trying out the game. The Rube Goldberg game is quite simple in design, but it is still hard to overlook some things. Getting other people's point of view was critical at quickly fixing these problems. Now the game properly works with a controller.

Fixing slider

 Good morning everyone, yesterday I spent my time fixing a bug with the volume slider in my game. The strange thing about this bug is that the other sliders I have in the game worked. After digging into the situation, there was a problem with deltaTime when the script was applied to that specific area in the hierarchy. To fix it, I emulated delta time in the case that it stayed at 0. It's curious that the error had nothing to do with the slider and it taught me the effectiveness of using Debug.Log().

Refactoring and data saving

 Good evening everyone. Today I refactored the entire game using scenes. At first I wasn't sure if it was worth it, but it made the last implementations very smooth. It allowed me to communicate between different screens much better. I also used the PlayerPrefs feature to easily keep track of player data. For next time, I will always make my levels different scenes to be able to reload them. 

Scene management

 Good morning everyone. Today I was trying to fix a bug with the retry button, which reloads the scene instead of the level. This is because I implemented the levels with game objects. I will try to fix this problem with a prefab. However, destroying and re-instantiating with a prefab may affect the passed in parameters linked to buttons and other dependencies. So I discovered that I should split my levels into scenes to avoid this problem in the future.

Fixing bugs

 Good morning all. Yesterday I fixed some bugs regarding the fail checking sytem and the cheatmode. I've even considered asking some friends to beta test the Rube Goldberg game. Sometimes, errors are found in unexpected places even after playing for a long time. Although the game is simple, the way it has been put together makes it a bit cumbersome to add new features but for the scale of the game it is just fine.

Checking for failure

 Good evening. Today I figured out how to simulate user input with the use of flags. The game worked quite smoothly, but there was no check to see if the player didn't achieve the level goal, so the game would be in a frozen state. No one wants this, so today I generated the logic which forwards the player to a failure screen when required.

Making a requirements plan

 Good morning everyone. Throughout the Rube Goldberg machine project, my approach was to tackle a requirement and move on to the next. The approach worked fine until the end where I discovered that some extra planning was needed at the beginning. Some requirements depend on each other, meaning that their order and style of implementation can vary.