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Showing posts from February, 2021

UNITY TUTORIAL 03

This week I learned how to give Ruby a health status. I added a maxHealth and currentHealth variable to the RubyController script. I made sure that Ruby would have full health at the beginning of the game by adding "currentHealth = maxHeath" in the start function. I added a ChangeHealth function along with the appropriate code that allows the health status to change. I brought a strawberry into my scene as a collectible object that boosts Ruby's health. I applied a box collider to the strawberry and activated "is trigger". I created a new script for the collectible and applied the code that would allow Ruby to collect the strawberry and give her health.  I added a damage zone to my scene and created a script for it. I applied the code that would cause Ruby's health to decrease if she were to come in contact with it. I changed the sleeping mode of Ruby's prefab to "never sleep" and edited the RubyController script so that she will be invincible

UNITY TUTORIAL 02

Illustration from Pinterest . This week I completed two more sets of tutorials for building Ruby's 2D Adventure. I added items such as trees, drains, metal cubes, flowers and more to my scene. To make it look like Ruby is standing in front or behind the items I changed the transparency mode in the camera settings to custom axis. I changed the sprite sort point to pivot and edited Ruby's custom pivot in the sprite editor so that the pivot is now placed at the bottom. Now it does not look as though Ruby moves in front or behind the items too early. I created a prefabs folder and added the items to it. This allowed me to easily add duplicates of the items to my scene.  I added a RigidBody component to Ruby and changed the gravity scale to 0 to prevent her from falling out of the screen. I added a box collider to Ruby and the items, and adjusted the sizes. To stop Ruby from glitching and rotating when coming in contact with an item, I activated the freeze rotation in the RigidBody

LR: PLANNING

Study and research illustration from gettyimages . This week, I chose my topic for the literature review. I initially picked " Why put stories in games" but had accidentally chosen the exact same topic as one of my classmates so I ended up going with "Linear and non-linear stories" instead. A large majority of games follow a storyline. These stories may be a small insight of the characters' background or entire plots that steer the entire gameplay. Story-driven games follow a linear or non-linear structure. I made a mind map of keywords and other notes that I will use to help me search for material to write my literature review. Screenshot of my keyword mind map from Miro . During this week's lecture, a campus librarian visited the session and brought us through the steps to sign into the college's virtual library. She also showed us how to search for books and other resources in the databases and introduced us to google scholar.  Interactive Storytellin

UNITY TUTORIAL 01

This week I completed the first few sets of tutorials to create a 2D game. I had to update Unity then downloaded and imported the assets I needed for Ruby's 2D Adventure. I learned how to import an image of the character, Ruby, and turn it into a sprite. I created a script called RubyController. I applied the code that would allow Ruby to move horizontally and vertically using the arrow keys. I also adjusted the speed so Ruby would move faster.  I learned that a tilemap is a grid and that it can be extremely helpful in drawing my game world. I created my own tilemap and first tile. I assigned a sprite to this first tile which I imported from my downloads. I learned how to use the tile palette and painted my first tile onto my tilemap. I adjusted the pixels per unit of the tile so it would fit to the grid square.  I accessed the environment folder which contained a few tilesets that I would use to paint my game world. I started by changing the pixels per unit of each tileset and cha