Before today’s changes, when a chunk ran off the screen before, the ball just fell in empty space. Now, when a chunk moves too far off the screen, it will be destroyed and another will be lined up.
Author: piebie
Start over!
Like I said in yesterday’s post, I added game over logic, but it didn’t really do anything. Basically, if you died, the screen froze and that was that. Now you can restart the game, and a message is presented to you letting you know that you died and what your score was. It needs to be styled, but I won’t bother with that until later.
Game Over!
Today I added game over logic, and expanded the scoring system.
Missed one
I forgot to post yesterday, but never fear, I did some stuff! In particular, I added the beginning of the scoring system. This morning I tuned the gravity value a bit to make it feel more responsive.
I’ve also started playing with the beginning of my next project, which will be a 2D zoo simulator.
Gravity?
I was trying to fix the weird gravity behavior tonight, but I’m not having much luck.
I’ll have more time tomorrow, so I’ll be figuring this out then.
Recovery
The ball now moves back to a position near the center of the screen if it has been pressed back.
The ball is rolling!
Things are starting to come together! I made it so that friction doesn’t affect the velocity of the ball.
Tomorrow I’ll be adding a springing velocity to bring the ball back to the center when it gets pushed back by an obstacle.
Side-scrolling level chunks
I’ve added velocity to the level chunks. It looks like there are going to be issues with either gravity or friction no matter what I do. Since the gravity in the game wouldn’t be too hard to implement manually, I’ll be doing that instead of detecting and reversing the friction.
First image of Gravity Runner!
I’ve had a pretty productive morning! I figured out what was causing the game to crash when a chunk was loaded, and my gut feeling that I was trying to populate the game grid in the update function was correct.
This won’t be a long post (not that any ever are!), but I am excited to share a first image with you. I should add the disclaimer that this screenshot does not include art that I intend to put in the final game. The squares come from the ChunkCreator, and I am planning on releasing the game with better assets for them.
Killed the bug!
It’s dead! Evidently adding box coliders to my cell prefabs was causing trouble with OnMouseUp.
I also got the chunks displaying in the game world, but they’re not correctly sized yet, and they are currently overloading Unity so that it crashes. My guess would be that the grid is being populated without ever being cleared.
