Coding Begins

To start with my project I knew that I was going to be doing a lot of coding as I was planning on making the entirety of this game within unity. Not only that but with having 4 different types of games in the mix as well each one of them were going to require there own controllers and scripts, which as I stated was going to be a lot of coding.

I started off originally with tackling a little bit of each game all at once, attempting to keep my interest constantly changing as to attempt to not get burnt out on any of the games.

Turn Based Scripting

This piece of script is to assist with adding stats to the hero’s that you play as.

With this game I was mainly trying to get the UI sorted out as well as the implementation of the models to have the layout sorted out. After which I am planning on sorting out the attacks and damage of this. I feel like with this game I’m going to have to make multiple separate scenes to allow me to get the progression across in the way that I imagine.

FPS

With this game I felt as though the original base controller for unity wouldn’t quite work as smoothly as I would like to have my game to be running. So, I decided to create my own controller for the game which, if I wanted too, would allow the use of a gamepad instead of mouse and keyboard. Although for this overall game I felt as though it was a better idea to keep it mouse and keyboard throughout.

Platformer

This piece of script is used to move the actual player itself.

With the coding for this game I used the skills that I learnt throughout the first and seconds years and re-applied some of the lessons we learnt to create a simple movement script for the 2D character as well as sorting out the script for the Cinemachine to work with following the character.

TopDown

This piece of code is used to not only create the bullet but is also used to shoot the bullet out.

Once again I used my previously learnt skills to create these two scripts consisting of a shooting script as well as a movement script were the characters facing will always be the same as the direction of the mouse.