Features:

3 levels of varying quality and purpose
1st level is just some trash to test out the edited movement system
2nd level is made to focus around the edited alternative movement
3rd level was just made to learn through making environmental effects

A busted ass movement system:
Was it smart to try and go in and edit a script I barely understood at the time? Probably not, but I did, and it's kind of janky, but closer to what I wanted out of it than unaltered. Sometimes it randomly flings the player in a direction that definitely wasn't input, but I have no fucking idea why.

Behind The Scenes Magic:
A robust Trigger detection system that can be infinitely expanded off of
A script that hooks a triggerzone into the level clear function (*janky as fuck*)
learned how to use unity event codes to efficiently hook scripts into each other
(*I was using the same concept, but nesting it in update variable hooking, which as it turns out is super slow and inefficient and bad so when I accidentally stumbled on events, delegates, getters and setters I had to rewrite everything, which was a thing...*)
An Out Of Bounds Leash system for the player (*and whatever else, I guess*)
Reasonably functional audio triggers
Instantiable visual signifiers
Background Ambience music
A Rick Roll
A script calculating gravity in 3D space that can impact an unknown quantity of gameobjects (*I stopped testing at 30*)
PlayOneShot audio script for sound effects
AudioSource Instantiation script
The AudioSource Instantion includes full control over audio modification components
An orbit script that I spent 2 days writing from the ground up before I found there's literally already a function to do that
A particle system to simulate a visual effect
A script tying into the gravity script and the particle system to adjust it during runtime
A scrupt tying into the gravity script and the main camera to dynamically adjust it
Retooled enemies to be more bullet-helly

Problems: The audio is *WAY* out of whack in the WebGL version, which completely decimates all of *that* effort. As well as many other shortcomings throughout the project. But hey I learned the Time.deltaTime was a thing, so all in all I'd call it a success.

Funny story, I actually made the first two levels before doing any of the lessons for how to actually code things, because the assignment "Finishing the project" made me think I had to go and do that, when in reality actually finishing the project came a week's worth of unity lessons *later*; because I'm a moron. But hey, now I'm very familiar with unity's documentation.


Created by: Carrie

StatusReleased
PlatformsHTML5, Windows
AuthorTyzy
GenreShooter
Made withUnity

Download

Download
windows.zip 32 MB

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