Wrecked_Final
Repo: https://github.com/Dennissssa/Wrecked_Final
Compared to last week, I added more levels and more gameplay to the game.
Level 1: All NPC targets are stationary. Players need to hit the targets by shooting directly or letting the cannonballs bounce. Here I implemented a new physical material that is more suitable for the cannonballs to bounce. The goal of the level is to get at least 100 points, which is relatively simple.
Level 2: I created some empty objects in the air to let them spawn NPC targets at different speeds. However, even if the weight of the target is reduced to the minimum limit, the target movement cannot be slowed down to a reasonable range, so I increased the number of spwans instead. The goal of this level is also not difficult, as long as you get 60+ points, you can pass the level.
Level 3: In this level, I used all NPC targets that will move according to their own goals. Because their shape was not suitable for movement before, I changed them all to spheres and modified the collider. Each NPC is placed near different obstacles and moves at different speeds. From this level, the game will become difficult. Players need to hit almost all NPCs on the field, with only one error rate.
Level 4: This level combines stationary and moving targets. Some targets may have overlapping routes. Therefore, players need to think carefully before shooting, so as not to let any NPC be knocked away by other NPCs that have been hit, thereby losing points. In this level, players need to collect 150 points, which means that each cannonball needs to hit at least one NPC to pass the level.
Regarding playtest, it really helped me. Because when I was making it before, I would stop the game and modify it after it was finished. Even if I used the restart function in the game, it was just to test whether the button worked. Only when others were playtesting my game in class, the problem was exposed.
In the previous version, I used the Donotdestoryonload feature in order to store the score so that it can still be recognized in the next scene. However, this caused the previous prefab to appear again after the level was restarted in the game, and it occupied the preset position of the current level, causing other game components to not know which data to read and eventually crash. I tried to delete the stored prefab when the restart button was pressed, but it didn't work after different attempts, so I had to delete the function of storing scores and use a way to detect scores to switch scenes instead. At least now the game won't crash, and I'm very satisfied.
Status | Released |
Platforms | HTML5 |
Author | Dennissssa |
Genre | Shooter |
Made with | Unity |
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