Devlog#5 - UI/Polish


This weeks focus was on UI and a bit of polishing, The main goal for me this week was to get a working volume slider for music, but I am also currently working on a volume slider for soundFX. To get the Music slider working, the use of playerprefs was used, saving the Music slider across multiple scenes, to also play the music a music manager game object which held the script for playing the music. A problem which I had encountered was keeping the music playing across multiple scenes as well as keeping the players picked volume, the solution I had found was by using the dontdestroyonload Method, this made sure that the music manger game object was in all scenes and one game object could handle outputting music as well as saving playerprefs/volume.

Example of DontDestroyOnLoad in multiple scenes

 to also combat music volume resetting across different scenes I had to make sure that I saved the playerpref value then storing the value into another temporary variable named saved volume then using that variable to update music in other scenes. For polishing a lot of little things have been fixed and are now in a more polished state, when starting the project I hadn't made the player a prefab, which I did this week, this made it a lot easier on transferring the player across scenes, when I look to make more levels. A pause menu was also added this week, the pause menu contains a resume , restart and menu button, to make the pause menu it was pretty easy, when the player presses the specified key the timescale is set to 0 which pauses everything and then to resume the timescale is set to 1, for the UI, the object is disabled until the player pauses which then shows the pause menu.

Pause menu when it is enabled

what the hierarchy looks like during run time (Level 1)



Feedback:

There was a lot of feed back due to the testing tutorial, although I will only list a few so I have other feedback to put in the last devlog.

  • UI clues of which way the player will go when using the impulse ability
  • Make the Boulder respawn, so if the player fails then does it again it is respawned.
  • Might be a bit too dark again
  • Time was a bit short on the 2nd level
  • Level 1 Spike indicators can bug sometimes where there is a indicator but no falling spike.
  • Player moving on the moving platform on level 2

Added features and Fixes:

  • The boulder now respawns every time the player walks through the trigger, by making the boulder a prefab and then instantiating that prefab, then using a coroutine to wait 2 seconds before turning the rigid body of the boulder to dynamic.
  •  Changed the global volume post exposure higher from before to make it less dark.
  • Die and jump sound FX

Future Features (Depending on time):

  • A Level 3, but I may just stick with the two levels and polish or redo some stuff before submission instead.
  • polishing the impulse ability as the player slows down dramatically when they near the end of their impulse.
  • Time added to the timer when the player reaches a checkpoint, probably for level 2 and onwards, as level 1 is kind of a tutorial.
  • Maybe a quick tutorial level / playground to mess around with the impulse ability.
  • Maybe a double impulse on level 2.

Files

Build7.zip Play in browser
28 days ago

Leave a comment

Log in with itch.io to leave a comment.