Week 14 (15/04/19 – 21/04/19)

Add selection to test different mechanics

Butterfly game

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Food game

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  • fix the Selection of chain by dragging (the chain is now checked when the player stop dragging)
  • fix the time to check a chain made by clicking.

Add end game for butterfly game

The UV mapping of the assets is badly exported||imported in Unity. However, this has no impact on the gameplay testing.

Testing + solving bugs

  • Food game; make sure the selection drag and click to select a chain don’t make the player wait for the chain to be checked.
  • Butterfly game: Scale mode: stop the red effect when a wrong butterfly is destroyed, is only for correct butterfly.
  • Food game: make sure the gauge doesn’t go out of the container
  • Food game: make sure the gauge reaches the end side
  • etc…
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Week 15 (22/04/19 – 28/04/19)

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Submission

Portfolio

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Blog

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Because Blogbooker requires a premium account after a number of exportation, copy past from wordpress to word manually.)

Testing the unity build

  • Remove DeleteAll (PlayerPrefs key) when quit the application – TimeSpending.cs
  • Change the life span of the butterfly to 24 hours (10 minutes) – ID_butterfly.cs

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Minor bugs

  • UV mapping of 3D assets – (import from .jpg and export in .png the texture file in gimp)
  • Light – (change direction of light)
  • Add story –
  • Scroll panel goes too far (Collection scene) – (change size of content and Panel_picture)
  • Add localization everywhere
  • Flag in parameter Scene starts as english when it’s french – (DeleteAll() that would delete the language)
  • No limit for feeding butterfly (in panel) – code was commented so uncommented it
  • Scroll panel is in behind butterfly – (change z)
  • Shadow/light
  • Food game, selection of testing mode doesn’t work – change getting the mode in Start() instead of Awake()

BUG 1

  • Food Game, object destroyed result of missing reference exception – coroutine stopped too soon? Once the flowers are on their way to the bag, the player shouldn’t be able to interact with them (remove Box collider 2D?) -> Because this game is mostly outsources, I have less control. The problem is that flower(s) is(are) on top of others instead of going in the bag:

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  • It seems like the animation stop before it is supposed to; the coroutine is interrupted. Solution: (1) make the animation part of the flower itself, not the flowers manager. (2) avoid the coroutine to be stopped.
  • private IEnumerator MoveCandyInBag(GameObject flower, float speed) isn’t called for all flowers
  • private IEnumerator MoveCandyInBag(GameObject flower, float speed), while loop never stops?

Try to have another Bejewelled code

Following this tutorial: https://www.raywenderlich.com/673-how-to-make-a-match-3-game-in-unity

  • No help to find a new combination.
  • No bonus

Back to the previous bejewelled code and changing as little as possible

  • Make sure it fits in the screen: (Start() of ShapesManager.cs)

 

Need to :

  • Make sur the bag and bottom part is always in front – Create two canvas with different sorting layers and the bejewelled inbetween
  • Connect it to the score (GameManager.cs and ShapesManager.cs) and change point win (Constants.cs)
  • Add the animations (outside ShapesManager.cs to avoid breaking the code) 
  • Add the modes
  • Add the end

Minor bugs

  • Collection scene- scroll panel: Not scaling correctly when screen size change. – Write script ContentFitScreen.cs on Content of ScrollPanel
  • Inertia of the scroll in Collection Scene – Activate it
  • Food Scene – position of the apple picture is colliding with panel – change scaling method
  • UV mapping of net (import/export on Photoshop)
  • Header in butterfly game is not fitting the width
  • Error “Coroutine couldn’t be started because the the game object ‘Back_Scrollpanel’ is inactive!” – add condition to check if the object is active
  • Remove all the print
  • Butterfly game – gauge background not well placed
  • Collection – flower don’t get to butterfly (too fast?) – now go in front of the butterfly
  • Gauge of infinity mode (food game) should start at the middle
  • ButterflyGame – load the gameEndScene 4 time and stop there (black screen of the transition, never get to GameEndScene) – Now check GameOver bool so it only call end of the game once
  • Check Food and Net count – (given in ButtonDifficulty.cs; changed in NetAmountDisplay, TimeBeforeNextNet.cs; managed in Variables.cs) – add a testing tool for nets so it never reaches 0
  • Start over button doesnt work – wrong scene name
  • Feed all – flowers dont appear for all the butterflies – because check only .x not .y
  • Double click to load a page make it bug – add a bool so the function is done only once at a time
  • Butterfly Game – gauge goes out of the container – Rect transform change
  • Get more (you need x more foodstuffs) button doesn’t work.
  • Wings of the butterfly are not open when not catch in panel info (collection scene)

Video

Plan:

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Montage (using OpenShot and Gimp to create the pictures of the titles):

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little bugs appeared while exporting the video (For instance, show a frame instead of another) so I had to use Adobe Premiere Pro CC 2018 to fix it. Also to slow some parts to the subtitles can be read: (the quality of the video is low though)

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Moving forward

  • Optimise the code (remove the find by name or by index as a child, etc)
  • Add background.
  • Change candy sprite with flowers
  • Change the text of the story with animated pictures.
  • Make the butterflies fly in the jars.
  • Test more as a player (try to break the game)
  • Add music and sound effects
  • Maybe release it on Play store as a mobile game (with Ads to get more nets)

Conclusion

  • This project helped me understand the importance of iteration; When developing project, I used to write the game design with only one idea and program the prototype from it. Now I realised it is better to have several ways to do one mechanic and test them to decide which suits the game best.
  • Taught me to take the time to try different mechanics and not rush into production.
  • I now understand better the purpose of prototyping and how it can be used to organise playtesting with the right targeted audience.
  • For the next projects, I will definitely spend more time as a game designer in pre-production (i.e. test the mechanics, etc.) before actually starting the production.

Week 13 (08/04/19 – 14/04/19)

Difficulty balance

Butterfly Game

The difficulty is controlled in the Butterflies_manager.cs and ButterflyFlyUp.cs. It changes:

  • The maximum number of butterflies on screen
  • The minimum number of butterflies on screen
  • The scale of the butterfly
  • The point(s) gained when catch a correct butterfly
  • The point(s) lost when catch the wrong butterfly
  • The point(s) lost when a correct butterfly flies out of the screen
  • The screen border on the sides (depending on the scale of the butterfly)
  • The speed of the butterflies (slow, medium or fast)

Novice

Try 1:

  • The maximum number of butterflies on screen: 7
  • The minimum number of butterflies on screen: 3
  • The scale of the butterfly: 1
  • The point(s) gained when catch a correct butterfly: 0.15
  • The point(s) lost when catch the wrong butterfly: 0.05
  • The point(s) lost when a correct butterfly flies out of the screen: 0
  • The screen border on the sides (depending on the scale of the butterfly): 90
  • Speed: Slow (Speed up random.Range(0.85, 2.5)

Result: Need to catch only 4 butterflies; scale of the butterfly is too small; Butterfly too fast

Try 2:

  • The maximum number of butterflies on screen: 7
  • The minimum number of butterflies on screen: 3
  • The scale of the butterfly: 2
  • The point(s) gained when catch a correct butterfly: 0.1
  • The point(s) lost when catch the wrong butterfly: 0.05
  • The point(s) lost when a correct butterfly flies out of the screen: 0
  • The screen border on the sides (depending on the scale of the butterfly): 90
  • Speed: Slow (Speed up random.Range(0.85, 1)

Result: Too big, too many at the same time; good speed

Try 3:

  • The maximum number of butterflies on screen: 5
  • The minimum number of butterflies on screen: 3
  • The scale of the butterfly: 1.75
  • The point(s) gained when catch a correct butterfly: 0.075
  • The point(s) lost when catch the wrong butterfly: 0.05
  • The point(s) lost when a correct butterfly flies out of the screen: 0
  • The screen border on the sides (depending on the scale of the butterfly): 90
  • Speed: Slow (Speed up random.Range(0.85, 1.5)

Result: Seem easy enough; need to be tested on a 3 years old child; the beginning has too much butterfly sent at once.

Apprentice

Try 1:

  • The maximum number of butterflies on screen: 15
  • The minimum number of butterflies on screen: 7
  • The scale of the butterfly: 0.75
  • The point(s) gained when catch a correct butterfly: 0.05
  • The point(s) lost when catch the wrong butterfly: 0.1
  • The point(s) lost when a correct butterfly flies out of the screen: 0.05
  • The screen border on the sides (depending on the scale of the butterfly): 70
  • Speed: Slow (Speed up random.Range(0.85, 1.5), Medium (Speed up random.Range(2.5, 4.5)

Result: Don’t lose much point when a correct butterfly is out of the screen, butterfly too small and too fast.

Try 2:

  • The maximum number of butterflies on screen: 15
  • The minimum number of butterflies on screen: 7
  • The scale of the butterfly: 1.25
  • The point(s) gained when catch a correct butterfly: 0.05
  • The point(s) lost when catch the wrong butterfly: 0.1
  • The point(s) lost when a correct butterfly flies out of the screen: 0.01
  • The screen border on the sides (depending on the scale of the butterfly): 70
  • Speed: Slow (Speed up random.Range(0.85, 1.5), Medium (Speed up random.Range(2, 3.5)

Result: Still a bit too fast, too much butterflies at once

Try 3:

  • The maximum number of butterflies on screen: 12
  • The minimum number of butterflies on screen: 5
  • The scale of the butterfly: 1.25
  • The point(s) gained when catch a correct butterfly: 0.05
  • The point(s) lost when catch the wrong butterfly: 0.1
  • The point(s) lost when a correct butterfly flies out of the screen: 0.1
  • The screen border on the sides (depending on the scale of the butterfly): 70
  • Speed: Slow (Speed up random.Range(0.85, 1.5), Medium (Speed up random.Range(2, 3)

Result: Still too many butterflies on the screen

Try 4:

  • The maximum number of butterflies on screen: 10
  • The minimum number of butterflies on screen: 4
  • The scale of the butterfly: 1.4
  • The point(s) gained when catch a correct butterfly: 0.05
  • The point(s) lost when catch the wrong butterfly: 0.1
  • The point(s) lost when a correct butterfly flies out of the screen: 0.1
  • The screen border on the sides (depending on the scale of the butterfly): 70
  • Speed: Slow (Speed up random.Range(0.85, 1.5), Medium (Speed up random.Range(2, 3)

Result: To be tested by young players.

Expert

Try 1:

  • The maximum number of butterflies on screen: 25
  • The minimum number of butterflies on screen: 15
  • The scale of the butterfly: 0.5
  • The point(s) gained when catch a correct butterfly: 0.02
  • The point(s) lost when catch the wrong butterfly: 0.2
  • The point(s) lost when a correct butterfly flies out of the screen: 0.1
  • The screen border on the sides (depending on the scale of the butterfly): 60
  • Speed: Slow (Speed up random.Range(0.85, 1.5)), Medium (Speed up random.Range(2, 3)), Fast (Speed up random.Range(4, 6))

Result: Too small and too fast

Try 2:

  • The maximum number of butterflies on screen: 25
  • The minimum number of butterflies on screen: 15
  • The scale of the butterfly: 0.8
  • The point(s) gained when catch a correct butterfly: 0.02
  • The point(s) lost when catch the wrong butterfly: 0.2
  • The point(s) lost when a correct butterfly flies out of the screen: 0.1
  • The screen border on the sides (depending on the scale of the butterfly): 60
  • Speed: Slow (Speed up random.Range(0.85, 1.5)), Medium (Speed up random.Range(2, 3)), Fast (Speed up random.Range(4, 5))

Result: Still too small

Try 3:

  • The maximum number of butterflies on screen: 25
  • The minimum number of butterflies on screen: 15
  • The scale of the butterfly: 1
  • The point(s) gained when catch a correct butterfly: 0.02
  • The point(s) lost when catch the wrong butterfly: 0.2
  • The point(s) lost when a correct butterfly flies out of the screen: 0.1
  • The screen border on the sides (depending on the scale of the butterfly): 60
  • Speed: Slow (Speed up random.Range(0.85, 1.5)), Medium (Speed up random.Range(2, 3)), Fast (Speed up random.Range(4, 5))

Result: Maybe too slow to be challenging? (Next try is on Android and the catch would be faster than with a mouse)

Try 4:

  • The maximum number of butterflies on screen: 25
  • The minimum number of butterflies on screen: 15
  • The scale of the butterfly: 1
  • The point(s) gained when catch a correct butterfly: 0.02
  • The point(s) lost when catch the wrong butterfly: 0.2
  • The point(s) lost when a correct butterfly flies out of the screen: 0.1
  • The screen border on the sides (depending on the scale of the butterfly): 60
  • Speed: Slow (Speed up random.Range(0.85, 1.5)), Medium (Speed up random.Range(2, 3)), Fast (Speed up random.Range(4.5, 6))

Result: (Android), too slow, not challenging enough.

Try 5:

  • The maximum number of butterflies on screen: 25
  • The minimum number of butterflies on screen: 15
  • The scale of the butterfly: 0.8
  • The point(s) gained when catch a correct butterfly: 0.02
  • The point(s) lost when catch the wrong butterfly: 0.2
  • The point(s) lost when a correct butterfly flies out of the screen: 0.025
  • The screen border on the sides (depending on the scale of the butterfly): 60
  • Speed: Medium (Speed up random.Range(2, 3)), Fast (Speed up random.Range(4.5, 5.5))

Result: The speed seems challenging enough. However, on Android, the fastest butterflies can’t be catch…

Probable cause: the button box is smaller than the butterfly mesh:

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  • Each butterfly fits differently in the button box, need to add this information in the file to set them in the right position. Solution: Add in butterflyID.json the position y of the butterfly and the size of the button box (so it fits with the butterfly size).

Result: To be tested by adults.

Food Game

The difficulty affects the point(s) and the gauge of the food game (don’t change much). Only in the infinite mode.

  • Novice: no time, can play forever
  • Apprentice: time decreases very slowly
  • Expert: time decreases fast enough for the player to feel the need to create new chains of flowers.

Week 12 (1/04/19 – 7/04/19)

Test on Android

Feedback from people

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Feedback:

“Un très beau jeu, idéal pour les jeunes. Un jeu éducatif et coloré, très bon” [A beautiful game, ideal for the youngest. An educative and colorful game, very good] by Rachel.

“Le principe est très bien. Cependant, je pense que vous pourriez créer d’autres histoire après la première pour faire durer le jeu. Après, je suis consciente que cela nécessite du travail” [The principal is good. However, I think you could create more stories after the first one to make the game last longer. But, I’m aware this needs more work] by Emily.

“Very interesting for kids” by Paul.

“Application très utile pour ma fille de deux ans, ça m’aide beaucoup à la faire patienter.” [Very useful application for my two years daugther. It helps me a lot to make her wait] by Anaïs.

“The game is easy to play after a while, but the first time, it’s hard to know what to do and what can be done” by Julia.

“I tried the different difficulties, but it seems like it is too easy all the time. Good game though” by Ryan.

Conclusion: What to change

  • Add a tutorial to show the navigation
  • Add background and the actual story (because for the moment it was told before the player tested the game)
  • Balance the difficulties

(fix the food game on Android):

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Updated Gantt Chart

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Week 11 (25/03/19 – 31/03/19)

Focus on the navigation through the game

Update the assets

  • make sure each button is seen as a button
  • Use the square appearance or the yellow/orange to be visible, attract the player’s eyes and indicate to them that the asset can be clicked.

Buttons:

(The first assets made the text less visible so changed) :

Non buttons:

Header (non buttons):

Round button: (use the squared appearance from the other buttons)

  • With no leaves:
  • With leaves:

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Scroll panel

jars – iteration

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Week 9 (11/03/19 – 17/03/19)

Collect flowers gameplay:

  • Bejewelled: switch one flower with another to create a chain of at least 3 same flowers.
  • Select chains of at least 3 same flowers by:
    • clicking on them individually
    • use on drag to touch them all

First the Collect flowers game proposes 3 modes (Enough to feed all creatures, infinite, 30 seconds, these modes will be tested later)

Bejewelled

Select chains of at least 3 same flowers

  • Algorithm
    • Fill the grid with flowers (maybe only 4 different kinds of flowers so there is more chance to have a chain)
    • Check if there is at least one possible chain, if not random the flowers kind until there is at least one possible chain.
    • Wait for the player to select a chain of flowers – check if it’s correct. If yes, delete it, add points and replace the flowers. If not, cancel the selection

Video

Update gantt chart:

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