Devlog 3


Throughout this past week, we have made more progress on our game.

We decided that, to add more variety to our game, that the pipes in our levels should turn at different angles.



What we did was duplicate the one pipe in our level and put it at the end, rotating it a bit. Not only did the obstacles have to be rotated, but a new camera boundary had to be made.

However, after the boundary was made and moved to fit the rotated pipe, the camera would still go along the original camera boundary, and would eventually go out of bounds. To fix this, a Cinemachine trigger was added so that the camera would switch to the second boundary when the coin was inside it ( starting where the pipe turns).

We also implemented movement mechanic scripts and obstacle scripts. To help aid and manage the movement of the player a raycast was attached to the movement script. This checks to see what is directly beneath you. If ground is detected movement and jump jumping become allowed. The raycast also checks the rotation of the ground beneath it and starts to tilt the player if at a faster rate the steeper the ground is. Another tag that the raycast checks for is if an enemy is below the player. If one is detected they player jumps off of them, destroying them and gaining points for a scoreboard that is yet to be implemented.

Momentum or health has also been implemented, when the player runs into an obstacle they will lose a portion of their momentum and destroy the obstacle before regaining up to a cap while they remain on the ground. It is worth noting that momentum is not tied to speed and speed will instead be incremented as a constant as the player progresses through the level.

We also implemented a start and end screen.


With some difficulty. 


And we added a game over screen,


And a level complete screen!


All of these scenes remember and repeat back to you what you scored. 


That's all for this week!

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