On the 5th of November we had an internal play testing session withing the class and everyone had a chance to play each others game and critique them in hope to make them better in the long run.
Before i get into the results of this session I'm gonna talk about the work i did leading up to this milestone.
The weeks prior i was given the task of implementing basic UI into the game with the hopes of bringing clarity into the game, I created the main menu for this game and a health bar in our game which scales according to a changing "Max Health" stat. I had fears that when creating this Menu that i would have trouble making it work with a USB controller as i have only used mouse and keyboard up until this point. This fear was quickly wipes away when discovering that Unity has controller support for UI/Canvas objects build in. For now I have created a menu with a Start, Settings and Quit button, all of them work but there isn't any settings to change at this point yet.
The healthbar was something i had confidence in creating successfully but i decided to create it in a different way so that i would have more control over the design of it. Previously when creating health bars i would use Unity's Slider UI element with just the background and the fill, this created problems when a player health would become less then a 10th because the fill wouldn't deplete normally at that point, it would instead squish together and look bad.
This is something i wanted to avoid so i instead created my own using panels and an empty game object as the base, when doing it this was there is to squishing of the fill object and it look clean as you can get for a basic healthbar.
When the week ended we had hopes that the testing session that was coming up would be a good test to see where our game is going and fix the problem the players may have with em.
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