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 MoreGiven the small size of the game and the amount of items considered, it makes sense that an inventory system should be very simple.…
Read MoreAffordances Everywhere The intent was to have many things in the world be interactable, so…
Read MoreWith 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 MoreOne 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 MoreThe resources system has been built from an initial health system into a an extendable…
Read MoreI wrote an object pooling solution for another project some time ago, the implementation in…
Read MoreEarly in the project we had limited access to a shared unity project, so the…
Read MoreDue to our requirement to do all input through an input manager, and most of…
Read MoreLate in the project components were becoming tightly coupled and needing to communicate quite a…
Read MoreWe needed a camera controller and after listening to one of Juan’s lectures I…
Read MoreAnimators were set up by Connor, but they needed a few modifications to be compatible…
Read MoreBecause we were creating a tile based environment for our game, and because moving around…
Read MoreContinuing on from the previous 9-slice sprite editor class, I decided to take the editor…
Read MoreAfter playing around with Unity physics and seeing some control issues ( BoxCollider's getting…
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