Day 2 โ€“ Limiting Scope & Simplifying Mechanics


Yesterday night I realized that I only have 4 days and nothing concrete. I don't have the time to make multiple minigames and unique characters with multiple illustrations therefore I decided to reduce the scope. After a little bit of thinking, I decided to make a "card swiper" it simulates the interface of dating apps and if you swipe left you start a very simple fighting game. In devlog 1, I hoped to make a  branching dialogue system but I now realize that is unfeasible. How to make the right swipe fun then? What if at the start of the game you have to decide on some traits and the robots have some traits too that you need to match? How could that be fun? Well, what if you had to understand the intentions of the bots by reading their cheesy pick-up lines? I have a concept. 

Swipe Mechanic

At first I thought of using game objects that move if you give a keyboard input, because that is the most familiar thing to me. But I disliked the result so I decided to use animations instead. I also thought that using the keyboard just for the combat and the mouse just for the swiping would be more logical. 

I have the animations, but how do I make them respond to clicks? I tried using the buttons of the UI but I don't think that would be efficient and it doesn't seem to be working. After a bit of searching I found this forum post by Programmer on StackOverflow which really helped me to turn the two white boxes into buttons. This was the result:



Fighting? Shooting? Shooting.

At first, I thought it might've been fun to have the minigame to defeat the bosses be a melee fight. But since the time was scarce and the controls of the first prototype felt pretty clunky I decided to have a shooting minigame.  This was the better choice also because that is something that I'm comfortable coding and doesn't need as many animations as the melee option.

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https://stackoverflow.com/questions/37906209/buttons-in-unity-without-using-ui forgot to embed the post