60 days to become a game developer. Day 40.

Hi! Today is Day 40 of my 60 day challenge to become a Unity Game Developer!

I am almost finished with the game! Woot woot 🙌

Take a look:

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All I have left to do is finish up a few more game manager and main menu components as well as clean up a couple of things. So far this game has been a little bit of a struggle for me. Getting the camera angles just right for the cutscenes was really tricky and time consuming and although I’m pretty happy with how they came out, I still feel like they could be a bit better. Going to try and work on that a bit tomorrow. The good news is that I learned soooooo much. Learning to use Cinemachine and Timeline showed me what powerful tools they are to be able to capture the exact cinematic style and look you envision for your game. One of the things I love the most about game development so far is the ability to really showcase your creativity and personality in your work. Very excited to use these tools in my own future games!

There was a lot that happened under the hood today so here is a brief summary of some of the things I worked on:

Creating the Animation for Guard Enemies:

In the animator a parameter was created to distinguish whether the guard should be playing its walking or idling animation.

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Here you can see the conditions listed from within a transition between walking and idling.

Creating the “eyes” for my enemies:

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It doesn’t look like it but this is actually just a cube with its mesh renderer turned off.

Coin distraction:

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Animator showing transitions between Darren’s different animation movements. Unlike idle and walk, this throw animation was created using a trigger parameter rather than a bool since it would only need to happen once per game and can happen from any state.
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The voice overs are triggered when Darren passes through specific positions on the board. By using a voice over script, we are able to dynamically reference each audio clip to its respective trigger point as shown above.

Security Camera:

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Side note: For this animation I needed to adjust the sample rate and It took me a second to try and figure out where it was in the animation tab. If anyone else has trouble finding it, its listed under the hamburger tab in the upper right corner.

Sleeping Guard:

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Had some weird behavior with the cutscene not stopping when it should. Added in a Coroutine to deactivate the cutscene after 6 seconds.

Game Manager:

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Here is how the singleton pattern was implemented for the GameManager class. One thing to note is that Unity cannot see properties in scene i.e. HasCard bool.

What’s left:

Man, 40 days later, 2 games in, and I cannot believe there is only 20 days left from my original challenge date! It really is crazy how far I’ve come. I am really proud of myself for the progress I’ve made. Seriously can’t wait to see where I’m at by day 60.

See you tomorrow :-)

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