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Day 5

Nov 14, 2020

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Generating Enemies Inside Enemy Container

As you can see above, my project has developed from a non-movable player to a functioning shooter that interacts with enemies. Today I worked on developing the Spawn Manager. The spawn manager holds prefabs of enemies (aka Enemy Container) so the hierarchy does not get cluttered with an infinite amount of enemies. Next, I worked on creating spawn delay times for the enemies. From there on, I needed to stop the enemies from respawning after I lost all 3 lives. Here’s how I coded the entire thing via Visual Studios:

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Spawn Manager Code via Visual Studios

Things that can go wrong:

  • Creating a infinite loop incorrectly: Infinite loops are purposeful for things we want to run forever, however that can overload the program/computer. For example. If I type in the code while (true) { with no yield event in the brackets}, the program or the computer will crash.
  • An issue I faced outside of coding was running FileBase via Unity. After much consultation with the team, I was able to figure it out. Filebase is a data vault of graphics, extensions, assets, etc… that all can be included in the game once I reach that step.

Friday Meetings: These meetings are different from our team meetings held Monday to Friday. All the different teams gather via Zoom and share their progress. Jonathan, founder of GameDevHQ, provides personal tips and tricks not included in the coursework videos, that will help us develop our projects further.

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What’s Next on my Agenda:

  • Prototype to Production Course — exciting times are near as I finally get to include graphics into the game!

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