Roll-a-Ball: Introduction to Game Development
Overview
This post serves as an introduction to game development in Unity, using the Roll-a-Ball tutorial as a foundation. The purpose of this exercise was to understand the basics of creating game objects, adding components, working with prefabs, scripting, and designing simple levels. This mini-project provided essential knowledge that will be applied to my main game development project for the VIA Arcade Machine in the XR Lab (which I already have the idea :D).
Core Mechanics
Physics-based movement: The player sphere uses a Rigidbody component to enable realistic movement.
Player input handling: Implemented through Unity’s Input System, allowing responsive controls.
UI and score tracking: TextMeshPro displays the player's collected items and if the player wins or loses dynamically.
Game logic: A win condition triggers when all collectibles are picked up.
To keep the player visible at all times, I implemented a camera-follow script:
It maintains a fixed offset from the player, preventing erratic movements.
Creating and Managing GameObjects
Understanding GameObjects: Everything in Unity is a GameObject, and learning to attach components to modify behavior was the main takeaway from this mini-project.
Materials & Customization: I learned how to create and apply materials to objects, giving them different visual styles.
Using Prefabs: I created reusable PickUp, Enemy and Dynamic Obstacle prefabs that could be reused in the scene easily.
Expanding the Game with Zones & Obstacles
After implementing the base Roll-a-Ball mechanics, I explored level design by adding different areas and obstacles, but not so much since I want to spend most of my time in the actual project. Below you will find a snapshot of how the final game looks:
Barriers and walls: Added to create more structured gameplay and challenge.
Ramps and a "window".



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