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Showing posts from May, 2024

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. 

Controller support

 Good evening everyone. Today I executed some tests with my friend's PS5 controller and the scripts work, which means my game can now be played on any gamepad. After some time spent learning about the input system, I have seen that controls can also be implemented to other devices, giving ability to create games for any platform. This is a great way to make games available for more people

Testing for bugs

 Good morning everyone, I found some bugs yesterday when working on the Rube Goldberg Game. The error was in the pause screen, so a user following the main scenario use case would not be affected by such error. However, anyone that tried to pause the screen would have encountered problems. This has taught me the importance of covering all possibilities when testing, had I found this error later it would have been troublesome to recover.

Gamepad integration

 Good morning all, today I have been working on the project extensively and had to make some modifications. Adding the ability to control a UI with a gamepad may seem simple, but in order to make it user friendly, I had to change how some buttons are positioned. Hence, I have discovered the importance of creating a UI design which works well on many platforms regardless of the input device.

Organising a game

 Good morning everyone. As I finish off my Rube Goldberg game, I've started to realise the importance of having organised and reusable components. For some features like trigger events and clicks, I've had to modify the object parameters on every single level which is quite tedious. For next time, I will certainly consider having managers to be able to globally modify certain aspects and avoid wasting time.

Custom colliders

 Yesterday I came across a problem to create a collider for a new shape I created for the Rube Goldberg game. After some research, I came up with a solution: using different transparent shapes as game objects with their own colliders. Although this can be a bit cumbersome, it was the best solution for my situation.

Rube Goldberg simulation

 Good evening everyone. After finishing my Rube Goldberg simulation, I have managed to learn the Unity workflow and brainstormed some ideas on how to extend it into an interactive game. Although the game is still in progress, today I dealt with most of the music and sound effects. It has made me realize how much these components can enhance the user experience!

Unity update

 Hello all! Recently I've started working on my first project in Unity. I am loving the learning process and experimenting with 2D physics. I am also intrigued with the component based development that Unity allows you to achieve. Looking forward to finishing the simulation.