The past week has unfortunately not been very productive for me. I think there are a couple of causes for that. One, I was focused on this game last week which caused me to fall behind in my other classes at the college. Two, I wanted to spend more time with my girlfriend since it is her birthday this week. Three, there has been a potential strike looming over us all week which might start tomorrow which caused some of my motivation to dwindle. I’m not incredibly worried about my lack of work this week, however, because I wasn’t assigned anything major and to top it off the stuff I was assigned (which I will talk more about below) the team has decided to not focus on that for our April 5th deadline. In short, if you’ve read this far and want to learn more about my team's Capstone project, I highly recommend checking out last week's blog in which I accomplished more substantial work.
I was assigned on Jira the task to add controller support to our games menus and two of the minigames. I didn’t need to add support for the Final Boss Battle or the Hub World as these were mostly working out of the box with a controller already. The issue with the menus and memory match minigame is that there is no movement, it is just selecting buttons on the screen. This issue isn't huge as unity already has a built-in functionality with controller support in the menu. The problem is that I would like a seamless transition from using a mouse to controller mid-play, without any visual bugs. I only spent roughly an hour and a half on this task during our assigned work hours in class and did not have time to finish it. I ended up getting the controller to work with the main menu but when I started using the mouse after using the controller, the buttons would still use the “controller supported” highlighted look. I will need to work on this more if we want to implement it later on. The team decided this morning that I should not be working on that right now however as there were still bigger areas of the game that we should try to accomplish first. That being the start and end of the Final Boss Battle. Right now, the battle starts as soon as the player enters the scene and doesn’t end even after the player or Isarr’s health goes down to zero. That is currently my task for next week as well as helping any of my teammates who need it.
Speaking of teammates, this week, Steve has finished his Hub World layout as seen in the picture down below. He modelled it after the concept art that Val created for our original pitch of the game. He’s also been working on the sprite for the FireFighter fires and background image. His next step is to put his art in the game and start creating the fire class.
![](https://static.wixstatic.com/media/8031f7_cff4fb0b7cb3445687bf81c4f7c1c195~mv2.png/v1/fill/w_832,h_532,al_c,q_90,enc_auto/8031f7_cff4fb0b7cb3445687bf81c4f7c1c195~mv2.png)
![](https://static.wixstatic.com/media/8031f7_08c788049ef344e7a696a9e620bbbc5c~mv2.png/v1/fill/w_980,h_561,al_c,q_90,usm_0.66_1.00_0.01,enc_auto/8031f7_08c788049ef344e7a696a9e620bbbc5c~mv2.png)
Val took Steves's layout and created the port/beach sections as seen to the left. For the next week, she’s planning on creating the rest of the tiles that we will need for the map and creating the towns.
Mark has been working on the UI for the Restaurant Rush Game and will continue to perfect it.
Sean has created a timer and added a player fail/win condition to the Restaurant Rush minigame. He will move on to create a pause menu that the player can access at any time in the game.
That's all for this week. If you are following along and would like to give suggestions or ask any questions, feel free to contact me at troydexter.business@gmail.com. See you next week!
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