Fizzyo-MinigolfMadness
A Unity game created by Manuel Crepin (manuel@crep.in) for the Fizzyo Project
Trails not showing in shop preview in UWP builds on large screens
Shop has a player preview to see how they look once they buy an item
User can buy hats, colours (for the balls) and trails (temporarily highlight path)
On large screens, trail not seen (probably due to camera angle), fine for target device
All shop buttons init with "Locked" text (even if previously unlocked)
Need to check unlock state per item THEN set button text to Locked if it isn't unlocked
Change shop prices (currently all fixed at 10), balance with amount of coins per level
Unused assets under _Imports
yet to be cleaned up (mostly ubused 3d assets)
Disallow skipping holes if no coins left
make local copy of savestate coin amount, or simply save after each skip
Save level unlock states (progression)
Add savestate int and saveManager bitwise function
Call unlock function when last hole of a level reached
Update menu buttons accordingly
User suggestion: add Accessories shop category? (eg moustache, balloon, etc)
Locate build folder under "UWP Install"
Run the .appxbundle file OR run the .ps1 file as admin
Please refer to the Documentation folder for further details about...
How to make a build of/install the game? -> Deployment Manual
How to actually play the game? -> User Manual
What does all his game code mean? -> System Manual
New physio game design for dummies? -> LEMONS Poster
Anything else/further details -> LEMONS - A framework... (thesis)
Keep on reading for a TL;DR of the above.
Assets (contains Unity project assets) | +- _Imports (all 3d models and tools imported) | +- Audio (copyright free music used) | +- Prefabs (collection of items used as templates) | | | +- Hats (all hat prefabs) | | | +- Map (obstacles/coins/course sections/endpoints/etc) | | | +- Trails (the trail prefabs) | +- Scenes (The Unity scenes) | +- Scripts (All the code used in the game) | | | +- Controllers (player/camera/preview/pointer behaviours) | | | +- Rotators (scripts fr rotating coins/obstacles/etc) | | | +- Scenes (the behaviour scripts for scenes, and the parent LevelContent file) | | | +- Other (saving functions, tools, user input adapter class) | +- Visuals (all image/texture/material assets)
Once built, App.cs and Package.appmanifest need to be edited:
Update the following App.cs method:
private void ApplicationView_Activated(CoreApplicationView sender, IActivatedEventArgs args) { CoreWindow.GetForCurrentThread().Activate(); if (args.Kind == ActivationKind.Protocol) { CoreWindow.GetForCurrentThread().Activate(); } }
In Package.appmanifest add a Protocol in Declarations and provide a name (ie: minigolfmadness
)
UserInput
class is an adapter class waiting for the breath framework to be finalised.
Game mechanics and behaviours are finalised so content creation should be easy.
Recommended expansion/further creation of levels (see Game Info for details).
Item shop fully functional, could add new items (especially hats) but not crucial.
ProCore import has to be deleted for UWP builds! Will not run otherwise.
HomePage is the parent scene and also contains the level select and shop menus.
Levels aim to be of similar total length (except Tutorial, obviously)
Over 100 total par (typical airway clearance session = 10 sets of 10 huffs)
Amount of holes is irrelevant, though each level should have about 10 coins (1/set)
Aim for a mix of challenging and easy, long and short holes. Avoid blind spots.
Remember, users would rather continue playing than have the game cut short!
DON'T PUNISH THE PLAYERS FOR INACTIVITY
Before making a build:
Some imports mess with the Unity Build process (eg avoid TextMeshPro at all costs)
Make sure ProCore
folder under _Imports
is deleted when building for Windows Store.
Make sure gameObjects which are cloned/instantiated are NOT ProCore objects!
Remove ALL "static" flags, they mess with the Unity lightmaps and make exports super slow.
When adding levels:
Existing LevelContent
child classes (such as Woods
) should be used as template.
Ensure the Unity scene has an empty LevelContent gameObject containing the child class script.
The LvlHUD prefab gameObjects need to be referenced in the LevelContent gameObject.
Adding shop items need changes in several places:
GameObjects need to be referenced in the SaveManager object in Unity
The HomePage
script contains an array of prices, expand as necessary.
Colour and Trail item buttons take their colour from the SaveManager array.
Trails and Hats are cloned on player spawn from the SaveManager array, make sure to ref!
All music/audio used is copywrite free or with permission:
Menu music by Yoji Maru (https://soundcloud.com/yoji-maru/cassual-game-music)
Woods audio by BerlinAtmosphere (https://youtu.be/Z9IoMarxQtY)
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