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There are a lot of repeat systems in the game. All the buttons use the same
grow-shrink mouse over-mouse off scripts. All of the labels use the same global GUI
skin and follow object scripts. The camera movement script is a simple iTween
action that eases both translate and focus/point-at motions. Both the points that
the camera translates between and focuses on are invisible objects.
There are 3 screens to the main instance of the game. The first screen is
where the actual game play takes place. You have the unicorn and the clickable
unicorn face. This is where the points are generated. The cheek is handled by two
lerp functions. One that grows as an int is added over time and one that shrinks as
it expels the int into your currency.
This is handled by converting the ints into float values, running the float
values through the lerp functions, and then using the resulting float values for
object scale. From there, the currency amount is ran through a function that
interpolates integer values. The resulting currency display is a rolling value.
Between the growth and shrinking of the unicorns cheeks and the rolling values of
the score/currency, the game is strangely satisfying.
Also satisfying is watching the particle stream. They go EVERYWHERE. The
ground becomes a flood of particles moving every which way. It becomes almost
Zen like, in a way, as they all try to find their place in life.
The animation of the horse is actually two sprites that the game plays
between depending on what state the horse is in, idle or vomit. Due to time, the
brief motion of the head was the only thing I really had time to animate. Given
further development, the whole body could have different motions depending on
what the horse is doing.
The second screen is the store. You buy things and move between the other
two screens. The third screen is the game exit. Upon exiting the game, you are
taken to the credits.
The store:
The values are pretty straight forward. The cheeks get larger in increments
of 5 and the speed at which they fill count down from half a second. Growth is
capped at 500 and speed is capped at .001 of a second. Price increases at a rate of
10-20%. The idea is to make the player grind out values, but still not feel entirely
pointless. In all, the game has over 100 steps required to complete the store. In
future development, achievements and gui toasts could add a wealth of depth to
the game.
Below is a spreadsheet displaying the incremental steps and prices:
Note: Although the spreadsheet shows decimal values, in game, everything but the
fill speed is rounded into a flat int value.
Credits:
Although it is the same prefab of the credits seen in the previous game, several
improvements have been made in this model. For one, explosions now spawn on
the bullets instead of on the blocks they hit. This way, the explosion object is
centered on the point of impact, regardless of how big a target is hit.
A second explosion has been attached as well and the credits now randomly choose
between the two. Both explosions are from Unity 3ds 2D tutorial assets. A basic
GUI has been added as well as buttons to return to the game or exit the stand alone
application entirely.
I chose for the game to not save progress. With the simplified input and controls it
is not really critical for progress to be lost or saved.