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Mobile Game - Endless Level + More Turns + Text + End Delay

pratikparmar2

This is the fourth post in a series of blogs catered to discussing the progress of a game being developed by 4 individuals for mobile using Unity. In this project, the role of coding the base mechanics of the game has been given to Pratik.



From feedback we received from the first published protoype of the game, there was feedback that suggested an endless mode could add to the game. So, that's exactly what I added. It was quite straight forward as I just had to replace the goal of the level to something unobtainable. A graphic for an endless level was created which I used as the image of the goal as well as the goal itself which, of course, was unobtaainable. Now all that was left was the amount of turns for the level. The current way in which the code is set up is that when the player runs out of turns, the game switches to the game over state which in turn ends the game. To counteract this, I simply made the game have 99 turns indefinitely if the current scene loaded was scene 10 as seen in the first screen shot. I also had to add another check to ensure that if the current scene was level 10, turns were not given to the player as this is the endless level.

Another new implementation of a reward in the form of earnable turns can also be seen in the screen shot above. As the code for finding matches had already been implemented, ti was straight forward to add this in. If the player gets a match of 6, then a random number from 1-3 is given as turns to the player.




Additionally, we also received feedback about the reshuffling aspect of the game. Some people thought that it was a bug and didn't understand why the whole board was randomly changing. To help with this, I added in text that appears when the board reshuffles to try and tell the player what is happening. This can be seen in the GIF on the left. There are also more new graphic animations that I have implemented such as for dynamite being created as well as the new earnable turns. These were added by simply getting the animation component attached to the graphic game object and making it play once when they had been earned.







One of the other main things that was said when we were given feedback during our face to face playtests was that it was annoying that the game would end instantly without it letting you see your final move occuring. To change this, I added in a delay and check to see if a move is currently in progress before the game switches to the game win scene. I am quite pleased with the change and it was definitely needed.


There are many smaller things that I have changed based on feedback such as the hint delay being far too short which meant that the player didn't have the chance to make a move before a hint was given. This has been adjusted to give the player time to think. The issue with incorrect hints being displayed has also been fixed by stopping hints from being displayed while the game was in its move state (can be seen in GIF) and resetting its delay when a move had been made.


There is a lot more that is in the process of being changed and added based on the feedback we have received. In the GIF above you can see a sneak peak of the pickaxe in action and another feature that is in the works but not quite ready yet (the bomb powerup!).







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