Game Design Comp 150GD. Michael Shah 3/6/15

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1 Game Design Comp 150GD Michael Shah 3/6/15

2 Topics 1. Digital Game Testing 2. C# Scripting Tips 3. GUI 4. Music Room

3 Part 1 - Digital Game Testing PLAYTEST ROUND #3 (20 minutes): 1. Observers stay to manage playtest, Players find other games to play. 2. If team chose 1-3 instructions, give them. 3. Players attempt to play prototype (5-10 min). Observers take notes! 4. Players fill out questionnaire (5 minutes). 5. Time permitting, discuss answers.

4 Part 2 - Team Meeting 1. Convene at your team table to discuss observations and questionnaire answers. 2. Discuss Production goals for the next week (next top priority Backlog items, potentially influenced by tester experience/ observations) and divide work equitably. 3. Give yourself a score of 1-5

5 Part 3 C# Scripting Best place to get help: nner/scripting Ctrl+ or Cmnd + on MonoDevelop

6 Part 3 C# Scripting

7 Part 3 Filling in the Knowledge Gaps

8 All of my scripts in Unity are? What are the three Access Modifiers? DataTypes: Value versus Reference? What are these? What does static do? In what contexts?

9 FixedUpdate() versus Update() Left or Right hand Rule? And what is it? Time.DeltaTime? Mathf.Lerp versus Vector3.Lerp GetComponent<what_am_I>()

10 Culling? (Hint: Clip Plane) 2 different Projections? Have you explored Edit/Project Settings? Shortcut for the Asset Store? Are you familiar with the gizmos panel, and real-time changes?

11 Are you ing your team daily? What project management tools are you using? Do you need help with git? Lab suggestions? (Special FX & Music next) I will be here during Spring Break!

12 What is PlayerPrefs? System.Collections.Generics? List<String>() What game mechanic might you use generics for? What is Inheritance? What is an example of Inheritance?

13 C# example of Inheritance Another example:

14 Awake versus Start? Should I use power of two sized textures? What is a Co-routine? How do I implement one? Can we do an example?

15 C# Coroutine Example Yes, we will do an example in our project called Music Room Coroutines are functions that execute in intervals Needs to override IEnumerator. Why?

16 C# Coroutine Example // Demonstrate passing a function. StartCoroutine (restart ()); C# also supports anonymous functions (lamdas) So we can do some really cool things right? Case study of MusicRoom code shows we have to be very very careful! I spent hours trying to get an example working, I suggest not optimizing quite yet! (Root of the problem is in threading) For now, great for one off events, to keep your code clean and fast.

17 Start a coroutine

18 Part 4 Music Room Good and Bad Menus:

19 Part 4 Goals Build a simple menu using the GUI Add an animation, learn about sizing Use the GUI components in 2D Screenspace WorldSpace (2D or 3D) Experiment with mechanim Play music in different rooms Borrow and learn from my code

20 Music Room Setup triggers, align them with mechanim, play them smoothly while

21 Some Things to Note on the Design Lots of simple prefabs for geometry Look at the hallways Hierarchy (Project and Scene) is kept fairly clean Save yourself from headaches Using multiple scenes Keep your game organized

22 Scripts Included CameraScript Follows the player around DestroyScript Moves player from out of bounds area back to start GameController Handles events in the game Menu Loads a Scene NPC Makes a gameobject an NPC, inherits from Human. Player1 Moves object around

23 Part 4 Tasks The scene is built so you have it. We re going to rebuild it live so you can see how parts of it are done. GUI Main Menu Handling button clicks Adding a Coroutine Setting up mechanim to handle events We will add music if we have time, or in the next lab

24 Part 4 Items I won t demonstrate but you can notice Directional lighting, using hard shadows on very in-organic shapes. Particle System on both the main menu and the game. Lots of fun options to play with NPC script shows one very simple example of inheritance. Falling off the boundary of the map returns the player to their initial position (mario cart style) and we turn the box collider off so we can go through walls. Clicking on objects and raycasting

25 Notes on GUI 2D Images need to be converted from Texture to 2D and UI Can position in the 3D space. Can use Sprite Editor to make sure rect transform aligns properly

26 Other GameObject.Find("GameController").GetCom ponent<animator>().setbool(o.gameobject.n ame,true);

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