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Hit the Sound running - Week 9

Writer's picture: Troy DTroy D

Updated: Mar 31, 2022

This week has been a lot more productive than the last. The potential strike is no longer happening which has alleviated a little stress. The week started off strong with a team meeting to regroup and talk about what we need to accomplish within the next two weeks. James, our teacher, had told us that a vertical slice is due next Thursday. After asking a couple more questions about what he expects from us, we’ve decided to focus on finishing the Hub World towns, as well as polishing the Memory Match mini-game to show in our vertical slice.


Mark got to work creating a winning screen for the mini-game which I think is nice and simple. There is a video below of the final product.





Val has been working hard on creating the tiles for the hub world all week. She has completed two towns so far and finished the two rivers that divide Beaverrich Isles. Below you’ll find a short video showing off both towns as well as two pictures of the rivers.






During this time I worked on fixing our sound manager issue. For those unaware of the issue, basically, our sound manager is a singleton that persists the entire game. However, it does not get instantiated if the scene has no sound manager. I had the simple fix of placing the sound manager in every scene instead as an easy fix for the time being. After talking to James, we took a look at how to fix the issue instead of doing the easy fix. He helped me debug where the issues that we were getting were coming from as well as gave tips on creating a singleton. In the end unfortunately we weren’t able to fix the issue fully in the time we had, but I plan on working on it once I get my other tasks done for next week.


Once we finished the sound manager, I started working on the ally recruitment functions. In the end, I ended up creating a switch statement in the main game manager which receives a number from 0 to 2 which signifies the allies. Once inside the switch statement, the selected ally's recruitment bool will be set to true and saved to player preferences for use if the player leaves the game and comes back.


After Mark finished the “win” screen, he worked on adding a visual element to the Restaurant Rush mini-game so that the player could know how many orders they had left to complete. To do that the team came up with the idea for empty plates on the front counter and every order they got right the plate would fill with a burger. Mark was having difficulties getting the burgers to appear on the plate once the order was correct and he asked for my help. We worked together for about 30 minutes debugging his code to figure out the issue he was having. He originally was trying to create a loop in the code that he was using to create a list of the burgers in the scene which then deactivated then would reactivate when the player got an order correct. However, the list wouldn’t populate with burgers and we both weren’t sure why. Instead of spending another 30 minutes to an hour more debugging the code, we both decided to simplify the code and add the burgers to the list manually in the inspector and once the list was populated the rest of his code worked flawlessly.




Those we’re the major additions this week as we work on polishing a portion of our game for the vertical slice due next week. See you then!


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