So as some of you know I am working on Cazm, but while jay2a is gone, I was at this camp called iD tech and I took a course in Unity 5 and C#. I was messing around a ton and actually finished a sort of stable game that I published onto gamejolt. Keep in mind, it is super messy, really bad, car physics are sorta good, the wheels arent positioned properly so thats why it drives a bit odd. I had to use my face for some textures because importing a ton of cars looked kind of lame. So I present to you, a game made in under 24 hours, Radical Racing! http://gamejolt.com/games/radical-racing/163600#close Please give it a nice rating and give it a try, there is no viruses in the download, all it has is game_data and the .exe Extract the zip file and then click the .exe file to play. It should be a picture of my face if you extracted it right.
It's playable... I guess? For something made in less than a day, I suppose there's something to be said for a functional driving game. Was there a particular goal for the class, or were they just teaching fundamentals?
Teaching fundamentals, I learned a lot about physics and how to make cars "sort" of work. If you test it out you can see a lot of bugs, such as the aventador bounces into space after it goes really fast. Someone in my class actually beat the entire first level, the one with the bad car and my face on absolutely everything. This was my first real go at unity 3D and it is a lot more complicated than 2D.
Understandable, I'm "new" to Unity myself. I suppose because I started with the tutorial programs and jumped straight into 3D work, there are a lot of things that stand out to me as "easily fixable" whereas you probably haven't run into them yet. Bare minimum, using Esc for a Pause Menu with a restart option: This would get attached to an empty GameObject and parented into a "PauseMenu" canvas with the appropriate buttons. Code: using UnityEngine; using UnityEngine.SceneManagement; using System.Collections; public class MenuEsc : MonoBehaviour { public GameObject PauseMenu; public static MenuEsc Instance; void Awake() { Instance = this; Time.timeScale = 1f; hidePaused(); } public void Pause() { Time.timeScale = 0f; showPaused(); } public void UnPause() { Time.timeScale = 1f; hidePaused(); } public void Restart() { //Future: Include warning message about losing unsaved progress SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); print("Level " + SceneManager.GetActiveScene().buildIndex + " reloaded"); } public void MainMenu(int level) { //Future: Include warning message about losing unsaved progress SceneManager.LoadScene(level); } void showPaused() { PauseMenu.SetActive(true); } void hidePaused() { PauseMenu.SetActive(false); } } *The reason the "public" Pause/Unpause methods call on private "show/hidePause" is because I wanted to try and keep things versatile. "Time.timescale" stops and starts the game, while the show/hide methods can keep track of any number of objects that physically need to be disabled or shown to the player during a Pause. Breaking them up into two parts makes it easier to keep track of things, but they could just as easily all be one method under "Pause() / Unpause()" And in your player object, include something like this in the Update() method. Code: if (Input.GetKeyDown("escape")) { if (Time.timeScale > 0) MenuEsc.Instance.Pause(); else MenuEsc.Instance.UnPause(); } That way you'd be able to hide the UI, and restart the level or switch to a new one (or a new car, with the right code) without having to keep an obtrusive "Main Menu" button on the screen at all times, or revert back to Main when your car goes flying into the abyss.
There was plans for all this, I even had programmed a working explosive. I also wanted to have a button to go to third person or first person because the normal care have interiors. I was also going to do a pause menu but I ran out of time and had to quickly make something so I didn't have to restart my game every single time. Thanks for the tips I'll try and update my game later today if I can
I have already begun work on my new radical game, the title is called, Horse Raddish gone wrong, or The revenge of the Horse Raddish. What do you think sounds better guys? So far the ai I have made is enemies throwing their bodies onto you.