First Playable
For this week's project development, our task was to create a playable version of our games with some of the core features included.
I struggled a lot this week with my Unity- it's like it was trying to fight me! Even though I made my map 50% smaller and removed the trees, to say it was framey and unresponsive is an understatement. When playtesting my game, it took a few seconds for it to respond to and clicking or moving. Because of this I didn't get to implement as much as I would have liked to this week, but still made some progress despite the struggles.
Eterna Hunt main menu screen
Source: My Unity project
In my Unity free tutorials this week I created a main menu for my game, which drops the player into the world when the "Play" button is clicked. I still need to implement the options button features which I will do in the near future. This took me a little while to implement and to get working but I'm really happy with how it looks and works!
View of axe and gem
Source: My Unity project
I added in a first person player camera, and decided to give the player an axe when starting the game. The axe includes C# code which allows it to swing and make a sound when the player left clicks, and it follows the player as they move. This is an important step for this playable as weapons play a big part in the survival aspect of my game.
I also added a collectable object to the game that makes a sound and disappears when the player walks over the object. The gem is just a placeholder for now until I find suitable assets to use in its place. I want to refine this more and add text to the object when hovered over, but my laptop was struggling so much that I had to leave it for now.
I used my knowledge from the Jimmy Vegas tutorials to implement these (I also had a look back as a refresher) as I find his tutorials are very easy to follow and he's also using the same version of Unity as me so it doesn't complicate things.
First person view
Source: My Unity Project
First person view of my game- I have to play around with adjusting the axe postion as I think it currently takes over the screen a little bit. I'm aware that the terrain is very barren at the minute, this is to preserve my laptop and be able to implement mechanics and features without as much lag a beefy terrain would bring.
While I do feel like I'm making decent progress I'm frustrated that I'm not really able to do more due to Unity being so slow. I have to try to find ways to combat this- perhaps I'll have to work from the college Macs instead of my laptop to get further into my development.
I'm most likely gonna have to cut out a ton of features I had originally planned to include for a more realistic project with the time I have to develop it, which is sad, but I'd rather have a functional game than one that's half broken.
Next I'm going to hopefully implement some enemies and a health bar!
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