
(Hint: the map features an extra, with a cameo from a previous lab!)
I learned that although modeling, importing, and positioning are important in properly developing a Unity game, there are moments that coding has a significant part of how a game will react to the player, such as a coin being collected.
I found it easy to apply textures to the terrain and to materials for different objects, such as the coin and the walls. Even for elements, such as those aforementioned, it was intriguing to find that materials and textures don’t share the same features, so creating new materials from textures was especially rewarding.
I found it challenging to stay focused amidst the exaggerated time that it took for the program to import assets into the editor so that I could build the game. It feels like I can still find ways to speed up the process since it wasn’t pushing my computer very hard at all to do very little.
I feel like the play area walls were too disjointed and rough-looking, though I guess that’s to be expected of an imperfect system as such and with an inexperienced author like myself.
The assignment could be improved for the next class with more emphasis on engaging with multiple collectibles as a personalized option instead of one that we need to build from scratch or from an already-existing code. I understand that C# is an easy language but it still takes time to program.
I might apply this knowledge in a future scenario to familiarize myself more intimately with the tools at my disposal. I liked Unity but to do so much in so little time leaves me to wonder what it would be like if such an assignment was sprung upon me while I was beginning my career.
I found that the in-class screencast was very helpful, despite the missing parts about deleting malfunctioning scripts and code. I was easily able to understand the different tools that I was given and I’m glad I could fabricate such a simple, yet intricate project.