Thursday, October 3, 2013

Vinyl, Menus!

This week on Vinyl my main focus was to start getting our menus to a more finished state.  As a result, I added a new scrolling window to hold all of the songs a user imports as opposed to the simple list we had before (which meant you could only have about 20 songs loaded).  I also added functionality so that the user can remove a song from the game's list which also deletes the files the game makes to run with.  This was actually slightly more challenging than I thought it would be just because of the way Unity handles scrolling windows and selection.  The way it's set up now works perfectly, but it does feel slightly hack-y although I can't think of any other way to do it.

On top of that I also made it so that when you finish a level, instead of just sitting there not knowing what to do (end the game) it returns you back to the song selection screen so that you can continue to play.  This should really help with playtesting since people haven't known what to do when they finish a song.

Lastly, I also worked with jumping a bit to give it the "Mario Effect".  This means that if you hit jump a little late, the jump will still go off, just like Mario can jump even after he runs off the edge.  This helped to make jumping feel more responsive and you never feel like a jump fails when it should have gone off anymore.

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