I start the third course of my journey with the guys at GamedevHQ. I’m very happy because in the 2.5D platform genre are hidden some of my favorite genres including Hollow Knight, and the Metroid saga games of which they have just announced a new chapter with 2.5D graphics.
I can’t wait to get started and see what challenges will be presented to me for my personal growth as a unity developer.
A property is a member that provides a flexible mechanism for reading, writing, or calculating the value of a private field. This provides easy access to data and promotes security and flexibility of methods.
To use a property, you must declare a private variable and its namesake by convention with the first letter capitalized and define its get and set, representing the possibility of reading (get) and writing (set).
This allows us to maintain the integrity of the data itself since it is not directly accessible being private. …
Also, the second project of my journey with GamedevHQ has come to an end.
I hoped to take less time, but the things learned with this project deserved more time to be deepened and assimilated in the best way.
I gave a peek at the next project and I’m looking forward to starting it, but I think I’ll take the weekend off and take advantage of the nice weather to relax under the sun.
I’m pretty much at the end of this project. Today we’re talking about another one of the ever-present components in games…the loading scenes.
To create a loading scene there are a few essential elements that cannot be missed.
A starting scene and a finishing scene. Between the two scenes, we are going to insert an additional scene, the loading scene.
Let’s make our scene, set a background image, and make the one that will represent the loading bar.
Within a game big or small, it becomes necessary to have a class that allows you to control the game itself, we’re talking about the state of the game rather than the UI or audio.
In Unity, we can define these classes through c# scripts and assign them to empty GameObjects with the same name, within the game scene.
Each manager class deals specifically with its field of expertise.
When we create one of these classes we always define a static variable with the same type as the class itself, to create what will be its instance. …
Today we arrived at the end of the hallway all we have to do is grab the sleeping guard card and go to the door at the top of the stairs.
A good organization leads to good results, this was one of the first cutscenes on which I worked and discovered the management of the timeline and “cinemachine”.
The rest is reduced to when to activate the scene when the player approaches with the management of the “OnTriggerEnter” method and the correction of a few frames on the timeline to make sure that at the end of the cutscene there are no errors and the game is still playable.
We have arrived at the second part of the corridor, now our Darren, the player, has to pass some security cameras without being discovered.
To implement the motion of the security cameras, I made use of animations again instead of doing it through code.
It was enough to record the full-motion animation in one direction, uncheck the “Loop Time” checkbox and generate two sequential states in our Animator tab. This allowed us to generate a smooth left and right motion.
In this project, our protagonist doesn’t work entirely alone but has a faithful helper who suggests him the best option.
Today I’m going to manage when this character has to speak and tail will have to say.
I made a script that recognizes the passage of our protagonist inside an area and activates the audio clip that we pass in the inspector.
Lately, I’ve been focusing a lot on guards and their behavior. Now I need to write a system for overcoming them and being able to move on.
The objective is to distract the guards so that we can move on to the next area undisturbed. We toss a coin and the guards hear the noise and go to check.
we start by dividing our problem into sub-problems:
- spawn a coin
- capture the attention of the guards
- make them go in the direction of the coin to check
- check that everything is working properly.
We exploit the…
I have fixed the movement of the player. The guards also move with navmesh. Now we have to create the system present in all games with a stealth mechanic. The possibility of being discovered.
Right now I’m just referring to the guards and I need to create what simulates their field of view, what they see with their eyes.
There are several ways to get this result, I decided to manage it through the OnTriggerEnter method that recognizes the player when he enters and starts the game over sequence.