Tuesday, October 27, 2015

Angry Sun

Using the same script as the swinging vine, I created a sphere that will rotate and set active the "rays" that will harm the player. Once it exceeds the threshold, the rays will disappear and return when rotation returns to zero.

At first, I had a problem with the rays refusing to reappear. I had to set yRotation back to zero. Before, it counted past 360.

Monday, October 26, 2015

Swinging vines

While trying to use hinge joints for the swinging vines, I confirmed that the vine with be one sprite swinging back and forth. And so, I decided to code the vine instead of using hinges. Using and modifying a script I used in the Game Jam, I came up with the below:
Originally, instead of transform.rotation, I was using EulerAngles. This version is simple and fulfills our need.

Tuesday, October 20, 2015

Coroutines

The jump movement was buggy and would jump as many times as space was pressed, resulting in a flying char. When Mike coded the isGrounded bool, it helped some but the animations for them were still buggy. By using a coroutine, we set the WaitForSeconds with prohibited the character from jumping or punching while isGrounded = false and isPunching = true. 

Looking at the Unity API, I could see that Coroutines can be paused at a frame, restarted at the same frame, stopped all together and started again.

Monday, October 19, 2015

PlayerPrefs

For the level select, we needed to have the levels not yet reached to be inaccessible. To do this, I looked into PlayerPrefs and store a key specific to the level that unlocks the next. Once the player reaches the exit, then the key is added to player prefs and stored. In order to test the function. I used print and had a ClearPrefs() that deleted the keys. When the button was pressed without the key,  a label that states the level is still locked.

Tuesday, October 13, 2015

Being heard

Since there had been a lot of disconnect with out team, I am not sure anyone noticed that many of my suggestions were overlooked by the team. I had mentioned a few options, both with code and with the team, that would have been proper solutions. None of these solutions were heeded in the first place, but eventually tried my solution and most of the time it worked or lead to the solution.

Emil mentioned this during mid-terms. He said that everything he has heard from me in the past few weeks had been correct, yet I remain unheard.

http://thoughtstreamconsulting.com/


In the future, I want to ensure that my suggestions are noted, instead of overlooked.

Midterm Peer reviews

Last week, Emil noticed that our progress was slow and no one show any passion in the work they put into the game. Frustrated, he instructed us to relearn everything about scrum, as no one could answer his questions.

I too agree that there has been a lack of passion and communication among the team. I think we would have been much farther had we worked harder.


Monday, October 12, 2015

Reaffirming agile methods

That Monday, over half the team was gone from our work period. All of which had gotten sick. I talked to Mike Anderson about the main menu options for having certain levels locked or unlocked so I look more into that option. So far I have the idea to put the level map onto the button for each level, but only show the level map if it had been unlocked. I still have to look more into player preferences for the task.


Tuesday, October 6, 2015

Need for Customer Engagement

In order to know if our features are valuable, we are way past our customer engagement need. For now, we can take the box and some concept art as we explain the features in our game. By this time, we should have a level that is mid game difficulty that our customer can give us feed back for.

Before we do so, I think it is important to set an isGrounded bool in order for the character to only be able to jump once from the ground only, rather than being able to jump of all of the obstacles, which can be done at this moment.

It is a major bug that should be fixed before the game is tested.

Monday, October 5, 2015

Scene Loader Menu

While unity has a great UI for text and buttons, which I used in the Nursing Simulator last semester, I was interested in learning how to code buttons into Unity. It was relatively simple, but I still had to look up a reference on the Unity community page.