Unity Development Part 14
- kw4u19
- May 25, 2021
- 3 min read
Updated: May 27, 2021
This development took place during week 12.
Aims for implementing the last few features:
Implement the rest of the sound
General clean-up
Review of progress
Final Test
Sound
The final sounds that needed implementing was the pan flute sound that plays once interacting with the panpipes, and then the wind blowing sound to be applied to the gust ability. These implementations were a little more complicated than the boulder thump and soundtrack that I was able to just add in the inspector. For these additional sounds, I ha to write the activation into the script because they are played at an instance of interaction.
For the panpipe chime!

This was actually a little simpler than I thought. I made the audio source for the pan pipes a public audio clip on the player movement script so the file could be dragged into the player inspector.
Then in the method where the music note animation is activated, told the script to also play the sound for the pan pipes.
For the Gust of wind!
For the Gust of wind sound, I wrote another script called AudioPlay which is shown below.

Upon the player pressing the "r" key, the gust of wind sound plays in sync with the gust of wind animation.
Final Clean Up
Before handing in the vertical slice, I played through the game a few times, documented any issues and then made any last minute fixes that I could to ensure that the game played smoothly and all the assets that we included worked as they were expected to.
This included:
Checking all of the box colliders and their positions. Made sure the player did not get stuck on any of the platforms and every trigger box was functional.
Made some last changes to the background detail where assets has been places a bit off their intended position and it looked a bit dodgy.
Put delays on the cloud movement for the cloud blowing puzzle so the animation played before they moved.
Added some cloud detail in the upper parts of the game scene where it was bare in compassion to other parts. Consistency is key.
When checking the player movement, I realised that the jump animation had been lost but it was not affecting how the player looked too much and the transition between the animation was actually smoother as the jump animation was still slightly out of scale. Sadly, I could not find the problem causing the jump animation not to play.
Progress Review
Asset Checklist for the unity project development:
This is a complete checklist that I used to make sure that I had included every final asset that had been created for the vertical slice. As you can see, some of the boxes are unchecked. The jump animation was lost during the last few days of development, I expect it's where I have accidentally taken out a piece of script. The pause and setting screens were not included because I was told they were not required for the vertical slice.
So to conclude, we managed to implement every planned asset in the final build, within in the final deadline. I think this is an amazing feat. It shows that the size of the project was accurately planned in regard of how much time we had and how long different pipeline processes took.
However, there is a feature I realise is missing from the list which is parallax scrolling. This feature was dropped during the last week because I realised we did not have time to implement nor enough development for the final background of it to work and be worth it. I am disappointed that we did not plan for parallax a little better and put more time into the design and development of the surrounding game world. It should have been more accurately planned in the pipeline process and began at a much earlier stage in the project. Despite this, I think the vertical slice has still been very successful because overall, it was the only feature that was missing and was missed.
A walkthrough of the final product - enjoy!
This is a quick clip of me playing through the game and demonstrating how to solve the five environmental puzzles. It presents all the features of the vertical slice except the audio because I couldn't work out how to include that.
A full analysis of this vertical slice and a puzzle-by-puzzle breakdown is documented on my testing tab at the top of the site.
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