stuarthoye / Observer_Effect

Ludum Dare Gamejam Project
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Methodology #18

Closed Boombostak closed 9 years ago

Boombostak commented 9 years ago

Okay so we should talk methodology. I'm finding a lot of things are getting hardcoded and it's going to slow us down as this project gets more complex.

In Quick Update at 9:12am on Sunday, look at the changes to objective controller. The desired_particle GO kept the functionality generic; you just plug in whatever GO you want to trigger a victory event. (This is expandable; for aesthetic purposes the hoop could copy the mesh renderer settings of this object, for example).

After these changes it just checks to see if the thing colliding with it is red, and this colour is not editor-accessible. This will be problematic in the case that we have multiple types (sizes?) of red objects.

In my experience you get a lot more mileage out of Unity using generic-ish scripts which leave most of the variables editor-assignable (by making them public), and using prefabs to store the specific arrangements.

stuarthoye commented 9 years ago

Ok. We need to get a mock-up using your idea with materials asap. It's a change in direction from how we started the project, so it needs to happen fast.

How do you propose using materials? Just sticking a red material on the object? You're the guru, so I'm looking to you for an answer.

I've made the variable for color public. It's initialized but you can change it. You can also define colors in terms of their Red, Green, and Blue components, so it will be easy to synthesize new colors from two existing colors.

stuarthoye commented 9 years ago

What does GO mean?

Boombostak commented 9 years ago

GO is just short for GameObject. I tested this and if the particles are even slightly off of a full, bright colour (red being 255, 0, 0, 255), the script ceases to work. Of all the variables we could be referencing, I think colour is one of the most unstable.