P3 - Coding/Production Diary and raw assets
Raw Files:
a) Animated Characters:
Female:
Male:
b) Background:
c) Soundtrack:
https://drive.google.com/file/d/1hEZvudiszAQFHdPjp2fvGOOY_TLwbQWR/view?usp=sharing
d) Props and Assets:
Start Screen:

Animation links:
Male:
https://youtu.be/dlMNccb_kiI
Female:
https://youtu.be/ohrkQudBTFI
Production Diary - Coding

For coding the prototype version of the game, I used the sample assets that Unity supplied and modified them so we didn't have to start off from scratch or import our own right at the very start.

The sample player already had controls set to move backwards and forwards with the arrow keys, so I disabled them in the script and set the character's right movement to always be on with Move(1, false, m_Jump). The '1' replaces the right arrow key control and essentially tricks the character into always moving.


So the player doesn't run off screen, I set the camera so it always follows them. Otherwise, the player won't be able to see what they're doing.
In order for the character to keep moving forward, they need ground underneath them so they don't fall out of the camera's view. Using a sprite in the sample assets, I added collision and physics to it so the player doesn't clip through or get stuck, and used that as a base for three different sizes of ground that spawn as the player moves.
I did the same thing with three different sizes of obstacles, to add some challenge to the game and to stop the character from just running continuously.


The ground and obstacles need a spawner to spawn, however. I made a spawner prefab and script and put them in the game scene out of sight of the camera, and then attached them to the camera so they keep moving with it as the player moves.



If the player falls of scene, they will keep falling and they'll have to restart the game. To stop this from happening, I added destroyers so if anything goes out of the camera's view, it gets destroyed, the same goes for the character. This also helps stop the scene from getting overloaded, resulting in game lag.


I created a script and prefab for the destroyer, using a sprite from the sample assets to distinguish them on scene (the two longer sprites at the edges, side and bottom), and put them under the camera so they follow its movements but stay out of sight of the main game area. If the player comes into contact with the destroyer after falling, they will be met with the game over screen.
When the player falls into the destroyer, the level usually restarts, but instead I created a game over screen which gives the player the option of restarting.


Female:
Male:
b) Background:
c) Soundtrack:
https://drive.google.com/file/d/1hEZvudiszAQFHdPjp2fvGOOY_TLwbQWR/view?usp=sharing
d) Props and Assets:
Start Screen:

Animation links:
Male:
https://youtu.be/dlMNccb_kiI
Female:
https://youtu.be/ohrkQudBTFI
Production Diary - Coding

For coding the prototype version of the game, I used the sample assets that Unity supplied and modified them so we didn't have to start off from scratch or import our own right at the very start.

The sample player already had controls set to move backwards and forwards with the arrow keys, so I disabled them in the script and set the character's right movement to always be on with Move(1, false, m_Jump). The '1' replaces the right arrow key control and essentially tricks the character into always moving.


So the player doesn't run off screen, I set the camera so it always follows them. Otherwise, the player won't be able to see what they're doing.
In order for the character to keep moving forward, they need ground underneath them so they don't fall out of the camera's view. Using a sprite in the sample assets, I added collision and physics to it so the player doesn't clip through or get stuck, and used that as a base for three different sizes of ground that spawn as the player moves.
I did the same thing with three different sizes of obstacles, to add some challenge to the game and to stop the character from just running continuously.


The ground and obstacles need a spawner to spawn, however. I made a spawner prefab and script and put them in the game scene out of sight of the camera, and then attached them to the camera so they keep moving with it as the player moves.



If the player falls of scene, they will keep falling and they'll have to restart the game. To stop this from happening, I added destroyers so if anything goes out of the camera's view, it gets destroyed, the same goes for the character. This also helps stop the scene from getting overloaded, resulting in game lag.


I created a script and prefab for the destroyer, using a sprite from the sample assets to distinguish them on scene (the two longer sprites at the edges, side and bottom), and put them under the camera so they follow its movements but stay out of sight of the main game area. If the player comes into contact with the destroyer after falling, they will be met with the game over screen.
When the player falls into the destroyer, the level usually restarts, but instead I created a game over screen which gives the player the option of restarting.













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