This is the last 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.
Hello! It's sad to say that this is the last blog of the series as we have completed Min3r and I have uploaded the final build to the Google Play Store which is live right now. So if you would like to play it, hop onto an android device and go to the link here: https://play.google.com/store/apps/details?id=com.Team4.Min3r.
The design of the breakable tiles has changed from the temporary asset that I had made of the orange lines and looks much better now as it's a rock which fits with the theme. The rock gets dimmer if it has been hit once and still requires a second hit. This gives the player an indication that the rock is not destroyed yet. The levels with breakable tiles have been replaced with these rocks. Through thorough playtesting, the team has not ran in to any errors or bugs in this final build. However, we know how that goes when the game gets out to the public I'm sure someone will find something. But for now, the game seems to be in a fantastic state.
Furthermore, all levels have also ben revamped. The first few levels have fewer ores such as the first level with only the 3 goal ores being present on the board to act as a tutorial level ontop of the tutorial itself. This also means that the earlier levels are easier with the later levels increasing in difficulty with more ores in the mix and a smaller or bigger board along with additional tasks such as breaking rocks.
One of the new additions in the final build is a tutorial which I entirely designed and created myself. The tutorial goes over the basics of the game explaining how to play the game and what the different powerups do one by one. It includes effects and animations that are used throughout the game. The 'TutorialScript' handles everything from enabling and disabling certain objects, animations and changing text depending on the number of taps. Every time the player taps on the tutorial box, 1 is added to the 'Tap' variable. When the variable changes, a different text is displayed along with the respective arrows and graphics. Each tap condition also enables and disables everything that isn't needed to be shown at the current tap to prevent objects from overlapping and displaying incorrectly. This is also how the back and forwards is possible by tapping on the button collider anywhere on the tutorial box and the back button to go back. The back button simply calls a function which takes 1 away from tap whereas the forwards button calls a function to add 1 tap.
Another feature I added to the final build is vibration. It was as simple as one line of code at any point that I wanted the player's phone to vibrate. 'Handheld.Vibrate()' was placed around almost everywhere at first just because I wanted to see whether it would work and it was great how simple it was. However, placing it everywhere was clearly not a very good idea so I removed it from most parts of the game but kept it in key areas such as when using a bomb or finishing a level.
Additionally, I also created an AudioManager which is created on each level but destroyed if one already exists. This meant that the background music could be started on any level and stopped on any scene in the game. For example, when the game is won or lost, the background music is stopped so that the game winning audio or fail audio can be heard. Then, when the player presses any of the buttons to change scene, the background music is then restarted and plays again on a loop. This was a very simple script to add.
The final new addition was next text animations for earning a pickaxe or a bomb. These use the same animation as the dynamite text animation so they were easily replicable. All I had to do was change the text and then place them into the board on every level and call them in the code the same way that the other animations are being called at their respective areas when they are used. I also fully created and completed the bomb and pickaxe scripts which allowed them to work effortlessly in game.
On a match of 7, a bomb is earned and after a delay of 5 seconds if one is earned it can be used and it'll collect an entire board in one go. It is a very powerful powerup so it is not given for free on any level other than level 9 but with a 15 second cooldown as it is quite challenging. The pickaxe was completed shortly after the previous blog similarly to the bomb which requires a match of 5 to earn and has a 2.5 second delay before it can be used. Both powerups also cannot be used during the game wait state to prevent errors while the board is moving about.
This concludes the mobile game creation series for Min3r. It is a sad one to say goodbye to but can always be returned to and updated in the future. I had a fantastic time creating this game.
Thank you for reading and I hope you stick around to see my other projects!
Once again if you would like to check out this project, download it from the Google Play Store here: https://play.google.com/store/apps/details?id=com.Team4.Min3r.
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