Friday, April 25, 2014

Update 32: Decaying objects

I wrote a class today that I add to components I want to remove from the game (for example, my destructed walls). 

I add it to a gameobject like this: (where character is a gameObject)


In the "Awake" method of this class, it randomly generates a number between 0 and 10, which is the number of seconds in the game before the object dies. What this means, is when I create 100 little objects for my destructed object, the game cleans them up after 10 seconds - at the most!. Because it's random, it has a decay effect. Here is a screenshot, of a recently dead enemy (red) tank. The turret has decayed, the cannon has not, and about 25% of the square body has decayed.

The actual class is here:

using UnityEngine;
using System.Collections;

public class DynamicExplosionPiece : MonoBehaviour
    void Awake()
        StartCoroutine(StartTimerBeforeDestruction(Utility.GenerateRandomNumber(0, 10)));

    private IEnumerator StartTimerBeforeDestruction(float time)
        yield return StartCoroutine(Wait(time));

    private IEnumerator Wait(float time)
        yield return new WaitForSeconds(time);

Sunday, April 20, 2014

Update 31: Narrowing in on the game design: "Hovertank Wars"

Things are coming together nicely after an extended break from posting here.

I've had a positive look at the scope of my project and make a few changes to simplify what I'm trying to achieve. As a result, I've spent the last few months rewriting the design document and refactoring the code to create a new spin I am calling: "Hovertank Wars". Instead of soldiers, I will now have these hovertanks. Here is a screenshot of the test level I created to animate and test the new model:

I have a rotating tank, with pivoting turret and cannon. It fires explosive bullets:

I'm now refactoring the levels to use a new scale appropriate to these tanks as well as building a new campaign.