Fixed bug in Urban Level 1 which caused the game to build the level correctly, keeping players from finishing.
Added a new Environment to Urban Level, the Beach,
This week:
Fix how scores recording for each level.
clean Continuity for Urban Level
create level transitioning between Caves and Urban
Define difficulty measures inside of scoring and Written aspect of project
Cleaned up the scoring system
added more options for more music loops
refined 2 worlds, each with 4 levels
added poll question button to the end of each level (URL, found on this site)
Facebook Page (IG coming soon)
change log 16.1.2023
Cleaned up the scoring system
added more options for more music loops
refined 2 worlds, each with 4 levels
added poll question button to the end of each level (URL, found on this site)
Facebook Page (IG coming soon)
change log 13.12.2022
Tried to get the song loop system to be triggered by the animation system, but failed.
5 levels now, though the last 2 are repeats.
Level 1 - Caves
Level 2 - Urban
working on basic timing
fixed some basic scoring mechanics, still need tweaking
change log 7.11.2022
change log 7.11.2022Squashed majority of the 12 bugs I got from Testing Group.
2 I could not reproduce and left alone.
Added 2 levels, each with 2 sets of tracks and path orientations
reduced the enemy in level 1 to 155 (seconds between spawns)increased the enemy in level2D to 15 (seconds between spawns) will test
Level2D2 to 10Here are my variables to play with
More bunnies, More Turns - less easy
Less Bunnies, Smoother Turns, more enjoyable?
Figuring out
the coin pickup and loop to measure mechanic,
created basic new rules with the attempt to push this thing before time runs out
now I need to challenge the player
Too Understand in short time:
rough and choppy to smooth and clean simple chop, medium chop, rough chop
wide spaces, medium spaces, narrow spaces
Offer Levels as Choices in Main Menu/Pause Menu
change log 7.11.2022
Squashed majority of the 12 bugs I got from Testing Group
2 I could not reproduce, and left alone.
Updated scoring system to include Purple and Blue Coins in the counter
Added 3 levels which the User will toggle through based on simple coin collections
there is not much difference in each level at this point, but still works to show level progression
in time, will add sky box changes & music changes, requiring a little more coding, but not needed this week
There is a Pause function, with a respective UnPause function, still learning the use of (something.method.Toggle(!something.method.Toggle), where the "!" is like a toggle.
added a save function, but not implemented completely yet. the point of this is to grab data from the game play experience to implement into the written
Still an error when game pauses after one level, this is from not resetting the correct data points on each level load, addressing, but not a full game breaking bug
Simple UI panels for Pause, Level Progression, and Quit
Game should cycle through 2-3 levels fairly cleanly
Still a bug in "Continue Level" in first 2 levels.
Cleaned up the project in big ways, clearing out a lot of the discovery dev used to understand this project and skills
Fixed a set of errors coming from a newer Unity from one of my teammates, syncing into my older version.
cleaned up the timer, converted the timer into an Enum instead of a simple loop, allows for triggering timed events.
Time to start playing with variables in the spline editor and level segments.time to make the coin strands into patterns which allow for more color choices, testing timings on bonus time and bunny time
Loop counter more effective...august 2updated the Loop Counter
Added a State counter, just adds to a debug log currently, plan to use this to open up next areas of the song.
1) 4 coins = +1 to Loop Counter
2) 4 Loop Counts = +1 State Count
Win Game is at 64 Green Coins Picked up
purple counts towards green count, soon will be a bonus of 5 green coins
Player Score math not quite right
cleaned up code around my scripts in general
timer + slider
I have a timer and slider now in place, I will plan on add a slider ot coin count, and see about using them in combo to create a simple arcade set up for keeping the loops going.It will be between a switch statement or an array, but I think either could work.timer ends, a pop up supposed to come up, but it flickered for a while, but I did a change, and changed it back, and the flick is gone. no idea what happened.
testing a trigger method
Testing an error call when I try to use an asynchronous load system. Contacted the team at DreamTeck. it is not a critical error, but halts loading.
This build will create issues.