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A day in the life of a game designer

  • M J Young
  • Jun 9, 2017
  • 2 min read

Well this weeks been a very interesting one. On Wednesday we were shown the new UI system in Unity, Implementing the buttons feature in particular and also a Health Bar system for our FPS shooter assessment. Using the button we wrote scripts to a) change the colour on a gameobject, Random colour on a gameobject on each click and On a collision with a tagged object change the colour of a selected gameobject randomly.

I have close to completed my FPS Survival game and decided to make a build on my laptop. An hour and a half later the computer lets me know I’ve run out of memory to build. As Alan said “Probably time for an upgrade”… So I’ve been researching desktop systems that meet my requirements and budget.

Since my puny laptop hasn’t the RAM to build the game I head into SAE to use the library computers. 45mins later I finally have a build to run and test. In a rush to get to CIU I forget to copy it to my external hard-drive. I come in the following day to work on a GAM112 assessment with my group and make another attempt at building my FPS Survival game. Success. I test the build, all runs well and looks pretty good. I test all the menu UI items and they’re all fine, the video plays nicely on the intro and trailer pages. I launch the game, working nicely collisions are right and the ontriggerenter gameobjects work fine. My pause button (P) pauses and restarts the game. I test the UI buttons in game. Reset - resets the level, Exit closes the program and Menu…and it closes the program, I’ve double checked the script on thee menu buttons but they are correct, I will probably remove the component and reapply it to the button to see if it’s just a glitch. All part of being a Developer. This is why its so important to make many builds as you are constructing a game. Test, adjust, Test adjust, Test and adjust as the cycle goes. I’ve worked out my Bomb system and working on the explosion side of it now. I will have them set to destroy on a timer. Also according to the criteria they are to be in limited amount, I’ll be achieving this through a timer also. I have a Boss enemy also firing projectiles at the player when the triggers are set off. Alot of trial and error went into these elements and I have found a suitable systems that work well in the context I need them.

 
 
 

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