DEV – Lots. Store, coins, sound, ui scaling, …

This week, a lot had to be done because the final deadline is coming close very fast.

First of all, I implemented a shop system from scratch. The shop system allows the player to buy new cosmetic skins for the player to use in game. I implemented that the player gets one coin for each 10th shape it passes (I also marked those with another color) and the player gets a special sound when passing such a hole). The device of course remembers what the player has bought over different sessions. Store prices are easily adaptable, when changing the price, the text will adapt too.


Next thing to do was implementing some feedback we got. When the player opens the game for the first time, the game detects whether the players phone has a gyroscope or not. If it has one, it allows the player to choose between gyroscope controls or slider controls. When the phone does not have a gyroscope, the game notifies the player that slider controls have been enabled (accelerometer was just too inaccurate).


I also switched out all of the UI with a better, aspect ratio independent UI made by the artists. A lot of bugs got fixed too (like the annoying button that seemed pressed when it wasn’t on the main menu, the multiplier animation that stopped working, colors of the materials that unity interpreted wrong, the sound that restarted playing when pressing play again ) and performance increased too when optimizing the code. We also got a fully functional sound system now that can work via canvasses, different canvasses can have different sounds (but don’t have too).

I added some sweet player feedback too,each time a player adds 1 to his/her multiplier that is at least 5, a voice will encourage the player with “Amazing”, “incredible!” etc.


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