Monday, December 14, 2015

Week 11 - The turret lives !


This week I was mainly putting my game together which is going well and I should be able to finish the game before the deadline.Update :- this blog was not posted in week 11 by accident  also i could not reach the deadline and was thus given an extension over the weekend

This week I took the image originally given to use by the tutor and photo shopped all the torrents out by placing patches of grass and snow into them after which I placed resized cubes that will later act as platforms for the torrents to be placed on.

As usual I started over thinking on how to make the torrent and made a huge mess of code   that didn’t even rotate thus I was going to ask my tutor for help but before i could ask we were given a simpler way to do it by using  using the 2d overlap circle which is basically making a radius in world space .To put it in the most simple way its like creating a sphere collider and detecting if something is inside the trigger or not. It is to be noted that you can use 3d version of it. To learn more about it you can check the bibliography below.







Bibliography: -

Physics overlap circle.

http://docs.unity3d.com/ScriptReference/Physics2D.OverlapCircle.html

Week12 - Rushing through the project !

This week I was mainly putting my game together which is going well and I should be able to finish the game before the deadline.
Update :-our course coordinator gave us an extension .

This week I took the image originally given to use by the tutor and photo shopped all the torrents out by placing patches of grass and snow into them after which I placed resized cubes that will later act as platforms for the torrents to be placed on.

As usual I started overthinking on how to make the torrent and made a huge mess of code   that didn’t even rotate thus I was going to ask my tutor for help with it but turns out there was a simpler way of making a torrent which was using the 2d overlap circle which is basically making a radius in world space .To put it in the most simple way its like creating a sphere collider and detecting if something is inside the trigger or not. It is to be noted that you can use 3d version of it. To learn more about it you can check the bibliography below. After a while I ended up using the 2d version of it called the 3doverlap sphere, which takes the z axis into consideration as my game was made in 3D and needed to take the Z axis into consideration.




The layer mask here should be public and should be enemy so the tower will not attack anything with other layers ex – UI / water layers .As a further condition check I check if time.time > textFire , this is to emulate a break between firing two shots and I the second if there is a tag check against the array if any of them are tagged enemy . An interesting thing about using physics overlap sphere is that it returns an array of colliders.

After working on the tower code I decided to add an extra feature of a second player that can be used if the player clicks on the switch button, this was achieved with ease as all you would have to do is  Boolean check to see if one is active then to set the other one false .



Bibliography: -

Physics overlap circle.


Physics overlap sphere

 http://docs.unity3d.com/ScriptReference/Physics.OverlapSphere.html