This is the final blog post, here is the trailer of our game:


UI, achievements?

I worked on the UI in general, trying to get everything nice and in place.

Also worked on an achievement system, it works but I came across a nasty unity bug: it gives NaN in all positions/anchors when it was disabled and enabled. So Trying to get that fixed but that bug seems to be present for about 3years now and still not fixed.

GP_UITestingAlso started on the garage feature but couldn’t proceed because of the bug that showed himself as I already wrote about.

Cool new terrain, Almost fixed errors in tunnel and settings, lots of settings

This week I did A bunch, trying to catch up with the time I lost trying the geometry shader which does not work in webgl. Apparently. So I made an improvement to my previous terrain from heightmap loader and it now looks decent enough and has no cpu impact whatsoever.

I also worked on my tunnel fixing my uv’s still not quite there but already making progress.
I also added settings, lot’s and lot’s off settings:
Sound volume, Effect Volume, Mute, FOV, Render distance, VSync, AA, Resolution, Full screen and, by importing a Standalone browser and playing with it, a Background Music File Loader.

These are all functional in both webGL and the Editor except for the resolution… since webGL does not allow unity to read the resolution data it gathers. A litte video showing the UI with settings.

Continuous spawn and delete on spline, Environment spawning, Better sound managing.

This week was a productive one. We had a bottleneck on the spawning of our objects on our spline, since we spawned all objets at once there was an fps drop every reset and at startup. To fix this I have made trhe spawning of the walls work so it continuously creates and deletes the objects that are in a cenrtain range of the player. This makes it less heavy for unity to reneder the eleements and has the nice added effect of having particles fade/in correctly. We found the environment with just a skybox a bit empty so I added an envi9ronment spawner, this makes it feel a lot less empty and adds the arcade feel we wanted even more. Th eenvironment uses randomization to generate certain city-skyline meshes around the spline. This little gif below shows off the spawn and respawn of the objects and the city folowing the spline.


I also update the soundManager to get rid of a bugthat kept playing sound when muted and added a Volume for later use in the options screen.