Where To Go From Here

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Transcript

Okay, so before we tie a bow in this project, I want to go over a few core things that are vital to this course. And that is that everything that I've taught you to do so far has been me just showing you instructions, and then you typing in as instructions. But where I want to really encourage you in web game development goes from game developer goes from basically a novice to someone who can make their own game is by experimenting and adjusting things and trying out new things. So what I want to do is explain to you a few things that I think that could be done in this project to make it way better. And then but I'm not actually going to show you the explicit way on how to do that. But I'm going to point out a few design decisions that we could make.

So for example, if we play the game now and we press play again, the game very quickly gets boring. And why is that? Well, you looks impressive. I mean, well, it's not. It's not, you know, God of War or anything but it, you know, it's looks okay. But there are a few little things that just don't sit right.

So right now the ball kind of rotates only in one direction. But it'd be cool if it rotated with the horizontal axis. It also, right now, nothing else happens in the game. So this game gets boring very quickly, because we're dealing with the same objects over and over and over again. So basically, the player has one choice, the player has the choice to move around the objects. And that's it.

Well, there's a lot of middle sections here. So the player has a choice to just move away from objects, and that's all the player has to do. But where game design gets, where game design comes in, and where and how we can make this game a lot funner is if we had more conflicts for the players to resolve, and what do I mean by conflicts? So for example, if we were coming along, let me just press play and in the pulled again. So for coming along, and we had the option between these two to also pick up a coin, or to pick up a power up, the list of the power up was here, a player might risk running into that. These just to get the power up.

Or let's say we wanted to make it so there was some coins that sprinkled down or let's make it so we we wanted to make it that that certain power ups make coins come towards you and then gave you a point. Well, this would give the player options the player isn't just going through different you know? Yes. got through that one. Yes. got through that one.

Yes, got through that one. They have to make the decision and in the split second of time, do I want to go through the coin that's here that might put me at risk, or do I want to play it safe and go through here, or what if it's a special coin, it gives you five points, etc, etc, etc. We want to give the player options on how to be the best at the game. If that makes sense. We want to give them ways to be data, and right now again only has one way and that is to repetitively play the game. Now don't get me wrong, this could be good game design.

Games like Flappy Bird was so simple, but they played on the idea that you died so quickly that you could restart. And it was easy to restart and there was actually really good game design. But for something like this, you'll need to, I think it's better to actually put another conflict in. So another thing that you could do is you could make it so the speed of the player actually ramped up over time. And these are actually really easy things to do. So let's jump over to our player script, for example.

And we've got our play speed of 1500. But what if, every, every single frame, we just said, player speed equals plus speed plus 0.1 F. Let's just see. Go over to unity and press play. So right now our player is going along, but it will gradually gets faster and faster and faster. The problem with this though, is eventually it'll get so fast that it will be unplayable, like literally unplayable. But I'm not sure if you can tell, but things are actually getting faster and faster as we go on.

A good way to tell is if you just look at the numbers at the top there. So even with that little bit of a speed improvement, I actually noticed a little bit of a difference in how the game felt the game actually felt like oh, it's ramping up to something and something's happening. But this actually won't work in the long run because obviously you'll get to a spot where players can't get any better. So what you could do is you could wrap this an if statement, just say well if you know play speed is less than, and you just pick it at the fastest amount and then you increase the value only in that case. So this is something simple you can do. Another thing you could easily do is you could make it so you could create an object create 3d sphere.

Let's go to the sphere move forward. Let's give it a random material because we know it's curved. Let's just change the scale to be that a coin. And obviously, you can get it to rotate with some code. We've done this before. But cool, we could just set this trigger here.

And then we could add a tag and we could call it coin or something. Then we come over to our school script, and we can say, if other banners tag equals coin, then school plus plus or school plus five, whatever you Want to do. So things are really simple to actually image going to delete them. But things are really simple to just adjust this game and make it a little bit better and make a little bit fun. The other thing you could do is you can make a character select system we can select different players with different colors, or you know completely different objects all together, you can make it so you could collect invincibility power ups, and these power ups all that all they would do is you'd say, you know, once you've got the invincibility power power up, and you can say, Get components via collider dot enabled equals true.

And then it just stops you from being able to collide with anything, but that will mess with your score systems. So you come to the player script and you could say something like it in here and go you can say and so two ends bacon like it's a condition where both these things have to be true at the same time and is invincible equals false. And you create a variable a Boolean called is invincible and that turns on when You're, you know when you've got the power up and then turns off when the power runs out. So these are just little ways that will probably be overwhelming to deal with at the start. But once you start trying to implement them yourself, know that you've got this base plate, and you're not going to screw up anything, maybe copy this project and dump it into another area in your computer and then just play around with things mess around.

What happens if you had some coins What if you want to spawn at random locations, once again, if you if you like okay, I want I want to actually spawn some random coins, we could go to objects on a script, and you could create some more prefabs and you can just see what we've done here in the in the past, okay, so that will spawn a triangle, and it just was spawning the triangles at at our spawn optical position dot z plus 30. We could do the same thing but plus 15. And you could have it you know, spawn random location. My point is the game development is tricky when you first start out. But the best way to get better is to try new things and see if you can get them to work. And the best part about working inside of unity is you can go to Google.

And you can just type in something as simple as how to make a coin magnet unity. And you'll get a, you know, you get 50, we get hundreds and hundreds of results where people have had this exact same discussion, trying to come up with a coin magnet, trying to come up with invincibility trying to come up with a color characteristic system. And you'll be able to find other people's scripts that they have let people just use or the discus together, and you'd be able to look through the code. And hopefully you'll have the skills to be able to take some of that code out and try it out and your game. And it may not work and it may work. But the grind is how you get better.

If any of you guys are new programmers, and you've gotten this far in the course, and you actually end up implementing new functionality. please, by all means somehow get in touch with me and share To me, send me a message over Twitter. You know, contact me however you want and just show me what you've done. I really love to see the results. Besides that, join the conversation, and let's discuss some cool features that we could add to this game. In the next episode.

We'll touch on the final project tidy up and the release settings. See there

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