Yet Another Game Studio
Games
Tekway Origins
![](https://98454.pcaf9.group/wp-content/uploads/2021/11/s001_1-300x126.png)
Casual 2D side scroller
Tekway Legacy
... coming soon
2D Platformer
Hollow Cell
... coming soon
3D Cooperative puzzler
May 29, 2021
Time to add some particle effects to the obstacles.
Pulled some assets from the asset store. 1 is a particle system, the other is game object with an animation.
Had to remember to actually “Play()” the particle system and instantiating
Also had a lot of noob problems with objects getting destroyed before they’ve done their work.
Color Capping
Added the logic to cap the randomness with the obstacle colors. That way you don’t get a long string of same color obstacles.
Moved the color selection logic out of the obstacle script and into the spawner script. We keep tracking the color matches and color off-matches and the appropriate cap.
Choosing the right color was surprisingly tricky.
Random BG Change
Finally added to logic to randomly change the background color within an minimum and maximum beat count.
Color Locking
Added logic to prevent the background from changing the player is too close to escape.
Made a second collider on a child object to do this, but then discovered that it’ll stigger the collision on the parent.
So I had to organize the main obstacle and the lock point as siblings. Which of course caused a lot of added logic.
Dev Log Video 1
Time to add some particle effects to the obstacles.
Pulled some assets from the asset store. 1 is a particle system, the other is game object with an animation.
Had to remember to actually “Play()” the particle system and instantiating
Also had a lot of noob problems with objects getting destroyed before they’ve done their work.
Color Capping
Added the logic to cap the randomness with the obstacle colors. That way you don’t get a long string of same color obstacles.
Moved the color selection logic out of the obstacle script and into the spawner script. We keep tracking the color matches and color off-matches and the appropriate cap.
Choosing the right color was surprisingly tricky.
Random BG Change
Finally added to logic to randomly change the background color within an minimum and maximum beat count.
Color Locking
Added logic to prevent the background from changing the player is too close to escape.
Made a second collider on a child object to do this, but then discovered that it’ll stigger the collision on the parent.
So I had to organize the main obstacle and the lock point as siblings. Which of course caused a lot of added logic.
Dev Log Video 1
May 26, 2021
Time to add some particle effects to the obstacles.
Pulled some assets from the asset store. 1 is a particle system, the other is game object with an animation.
Had to remember to actually “Play()” the particle system and instantiating
Also had a lot of noob problems with objects getting destroyed before they’ve done their work.
Color Capping
Added the logic to cap the randomness with the obstacle colors. That way you don’t get a long string of same color obstacles.
Moved the color selection logic out of the obstacle script and into the spawner script. We keep tracking the color matches and color off-matches and the appropriate cap.
Choosing the right color was surprisingly tricky.
Random BG Change
Finally added to logic to randomly change the background color within an minimum and maximum beat count.
Color Locking
Added logic to prevent the background from changing the player is too close to escape.
Made a second collider on a child object to do this, but then discovered that it’ll stigger the collision on the parent.
So I had to organize the main obstacle and the lock point as siblings. Which of course caused a lot of added logic.
Dev Log Video 1 Dev Log Video 2
Dev Log Video 1 Dev Log Video 2
May 23, 2021
Today I started visualizing the beat in case the player has the music low/off or in a noisy environment.
That way they can still experience the rythnm of the game.
Create a simple shape on the left side of the screen and animated it to move a bit to right and back on a beat.
Scoring
Added some simple UI to show the countdown timer and player score.
Dev Log Video 1
Today I started visualizing the beat in case the player has the music low/off or in a noisy environment.
That way they can still experience the rythnm of the game.
Create a simple shape on the left side of the screen and animated it to move a bit to right and back on a beat.
Scoring
Added some simple UI to show the countdown timer and player score.
Dev Log Video 1
May 17, 2021
I finalized (for now) the movement for the player and started created the obstacles.
Starting with a simple hexagon shape sprite, I fiddled with movement (doing it wrong) for a while.
Eventually realizing I just need to set the velocity once in the “Start” method.
Drop the beat
Created the beat simulator script that’ll eventually match up to the background music. haven’t plugged the background changing to it yet. It currently fires an event everthing .5 seconds.
Obstacle spawning
Created the spawner script to initialize obstacles at a fixed (for now) spawn rate matching the beat events.
It spawns obstacles off the right of the screen at random Y coordinates.
Also sets a random color to the spawned obstacles, favoring the color matching the background at the time.
Dev Log Video 1
Dev Log Video 2
I finalized (for now) the movement for the player and started created the obstacles.
Starting with a simple hexagon shape sprite, I fiddled with movement (doing it wrong) for a while.
Eventually realizing I just need to set the velocity once in the “Start” method.
Drop the beat
Created the beat simulator script that’ll eventually match up to the background music. haven’t plugged the background changing to it yet. It currently fires an event everthing .5 seconds.
Obstacle spawning
Created the spawner script to initialize obstacles at a fixed (for now) spawn rate matching the beat events.
It spawns obstacles off the right of the screen at random Y coordinates.
Also sets a random color to the spawned obstacles, favoring the color matching the background at the time.
Dev Log Video 1
Dev Log Video 2
May 13, 2021
I started off talking about the initial plans for the game.
Features
I really like the thought of a player anticipated the beat coming with an obstancle close to them and gambling on whether the background will change or not.
Movement
I’m using 2D physics for movement with a RigidBody2D on the player and applying force based on player input.
Also using the new input system.
I had some trouble fine tuning the movement getting to feel how I want. Discovered I need to have drag on the RigidBody2D to get my desired feel.
Background
I started off by mistakingly trying to use a SpriteShape for the background instead of a Sprite, smh.
was also having trouble with the color switch until I realized when picking a color the alpha defaults to 0. so the background was invisible.
Dev Log Video
I started off talking about the initial plans for the game.
Features
- Player on the left side of the screen. Moves only vertically.
- Background changes randomly between two colors on a beat (in sync with music).
- Obstancles spawn from the right matching one of the two colors. Obstancles move to the left.
- Player gains points when capturing the obstacle matching the background color and loses points if capturing the wrong.
- Special obstancle will randomly spawn and move sporadically vertically while moving left. When player captures the special obstancle, all other obstancles on the screen get captured. Player gains points regardless on color.
I really like the thought of a player anticipated the beat coming with an obstancle close to them and gambling on whether the background will change or not.
Movement
I’m using 2D physics for movement with a RigidBody2D on the player and applying force based on player input.
Also using the new input system.
I had some trouble fine tuning the movement getting to feel how I want. Discovered I need to have drag on the RigidBody2D to get my desired feel.
Background
I started off by mistakingly trying to use a SpriteShape for the background instead of a Sprite, smh.
was also having trouble with the color switch until I realized when picking a color the alpha defaults to 0. so the background was invisible.
Dev Log Video
We make games. we make the games we love. we make the game you love.
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