I created the animation for the cat sprite and figured out how to actually animate in unity while my partner modeled the donut. We got a surprising amount of tasks done, and all that's left to do now is actually develop the game in unity.
Tuesday, February 24, 2015
Copz for Kidz Part 2:No Country for Old Dogs
We re-convened to discuss our ideas for possible mini-games. We stuck with the Tower of Hanoi/Cat Rescue game in addition to a First Aid game and an Ice Rescue game. In the First Aid game, you have to click and drag bandages, antibiotics, etc, in the right order onto a small wound. The goal is to teach kids how to apply first aid correctly. In this wintry time of year, walking on the ice of a river or lake is incredibly dangerous, so we came up with a game about rescuing small animals who fell through the ice. We split into small teams to each deal with one of the games.
Cops 4 Kidz Part 1
We divided into our groups for CSG110 to work on our new project. I was elected as the project's new Product Owner, to which my first act as such was to pitch an idea for one of the mini-games. There was a game that I used to play quite frequently back in my pre-adolescent days about three monkeys of varying sizes stacking up on each other in order to get an apple. It was a fun puzzle games that I later discovered was a version of a classic game called Tower of Hanoi. I re-imagined it as stacking donuts in order to rescue a cat from a tree. I had the rest of my team brainstorm ideas for other mini-games next week.
Monday, February 16, 2015
Lerpz 2: First Blood Part 2
It was another day of not doing much, I used class time to work on another project from another class, to which I had trouble with. Mike also teaches that class, so after a literal hour of scouring the internet for a solution to an error I had, I finally asked him for help. I ended up getting rid of the feature because it wasn't really needed and even Mike's code couldn't solve it.
Apparently next week we have to get into groups and actually work on the simulation for that classes in the past have worked on. I'm not sure what new features I want in the game, so I guess I'll start thinking about that.
Apparently next week we have to get into groups and actually work on the simulation for that classes in the past have worked on. I'm not sure what new features I want in the game, so I guess I'll start thinking about that.
Wednesday, February 4, 2015
Lerpz 2: Electric Boogaloo
I finished Lerpz early so I pretty much worked on stuff from other classes. I'm sort of glad that I already knew how to do Lerpz, because it really cut down on time and allowed me to help others who are new to the Lerpz experience.
In general reflection, I don't think Lerpz was that good of an introduction to the Unity interface. It doesn't really ease you into Unity development so much as it pushes you into the deep end. It may seem like I want to dumb this down, but I think they should at least point out where everything on the interface is before you dive is head first. The tutorial itself was way too long and it doesn't expressly teach you how to code, seeming to favor that you just copy and paste the code.
Lerpz was just a long, tedious, confusing grind and I wouldn't recommend it to first time Unity developers.
In general reflection, I don't think Lerpz was that good of an introduction to the Unity interface. It doesn't really ease you into Unity development so much as it pushes you into the deep end. It may seem like I want to dumb this down, but I think they should at least point out where everything on the interface is before you dive is head first. The tutorial itself was way too long and it doesn't expressly teach you how to code, seeming to favor that you just copy and paste the code.
Lerpz was just a long, tedious, confusing grind and I wouldn't recommend it to first time Unity developers.
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