Inventory System
Given the small size of the game and the amount of items considered, it makes sense that an inventory system should be very simple.…
Read MoreInteraction Systems
Affordances Everywhere The intent was to have many things in the world be interactable, so…
Read MoreColour from Music
With a saturation system in place, we now need a way to feed it data from the audio of the game. The observable saturation in the area should be proportional to the volume of an ``AudioSource`` (object making noise) as observed from the position of the ``AudioListener`` (player).…
Read MoreDesaturation Shader
One of the main concepts of the game is that sound triggers a visual response by bringing colour back to a grayscale world, we can achieve the visual part of this by first creating the world in colour, and then, use shaders to manipulate the saturation of the render on the gpu.…
Read MoreResource System (Health/Energy/Beans)
The resources system has been built from an initial health system into a an extendable…
Read MorePair Programming
During this time I’ve been trying to spend as much time pair-programming with Eric…
Read MoreLevel Templates and Importing
Early in the project we had limited access to a shared unity project, so the…
Read MoreInput Management
Due to our requirement to do all input through an input manager, and most of…
Read MoreEvent System
Late in the project components were becoming tightly coupled and needing to communicate quite a…
Read MoreCamera Controller / Editor
We needed a camera controller and after listening to one of Juan’s lectures I…
Read MoreAnimation tree setup
Animators were set up by Connor, but they needed a few modifications to be compatible…
Read More9 Sliced Sprite Objects
Because we were creating a tile based environment for our game, and because moving around…
Read MorePlatform Builder Extensions
Continuing on from the previous 9-slice sprite editor class, I decided to take the editor…
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