Thursday, February 18, 2021

Unity Tutorial 03

Screenshot of my Unity workspace

In this weeks tutorial we learned how to add and alter health to the character which is a new game feature that I had not encountered previously in the 3D project. This feature made this project feel a lot more like an actual Role Playing Game rather than just a porotype project. I also reintroduced triggers but employs them to create health items instead of powerups like the previous Unity projects although the code for the health item pickup was quite similar to that of the powerups. This process however introduced new concepts that I didn't recognise such as properties and the maths functions for calculating the health of the player. The second part of the tutorial was far more complicated and introduced many new concepts for the 2D Unity workflow. This tutorial introduces damage zones which alter the value of the players health when collided with, this feature also introduced new concepts for triggers such as sleep modes and OnTriggerStay. It also introduced the concept of tiling sprites proportionally. We also added an enemy to our scene and gave it automated motion, this was vastly different to the motion that I used for my 3D project which involved animating game objects, the motion for a 2D project had to be executed in the code. We also added collision to the enemy which damages the player and in turn lowers their health. These features were quite complicated and difficult but made the game feel a lot more legitimate.

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