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Saturday, October 13, 2018

Brain*Mart: Collecting Brains and Feeding Zombies

I had really intended to do a post with the Brain*Mart's Game Design Document.

That didn't happen.

Maybe later.

But the reasoning is because of how quickly I've made progress on the prototype. Unlike with FP$, where I spent much of my time learning different components to Unity that would allow me to achieve my project--while also making sure it was structured to work properly, I've been able to push through quickly, easily adding each feature with minimal hiccup.

Though I do wonder if there's more efficient ways to handle a few things.

Here's a video of how it's coming along:

 
1. I got the player controller up and running. No problem, given that I just steal the script from Unity's Tutorial. (Is that considered poor form?)

2. I created a Brain Asset and can change its color based on a Switch Statement. The colors will need to match in order for the player to feed a zombie a brain.

3. I have "Cards" that hide which brain they contain. When the player nears the card, it reveals the brain (color) it's hiding. By pressing space, the player picks up the brain in their inventory--which is shown in the upper right corner. This creates a "memory match" aspect to the game.

4. The zombie has a thought cloud that is blank. When the player nears it, the zombie's desired brain (color) appears--and disappears when the player leaves the vicinity. This adds to the memory match aspect.  Pressing space, if the player has the matching brain color, removes the brain from the player's inventory and satisfies the zombie's hunger--causing it to vacate the premises.

So far, the project is running well. I want to create a zombie generator that will create zombies for the player to serve. I want to include zombie amount limitations and a random timer to space out the zombies.

My hope is to have a good look project within about three months. Given the progress within the first week--I don't think that's too out of scope.

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