Week 7 Devlog


This week, we've got a lot of major updates to share, and a lot of progress to come with it. We have the mechanics working for our three games! There's still a lot of work to do, but priority number one is getting the gameplay loop for all three of the games.

For Sentence Building, it's in a semi-finished state; It's a fill-in-the-blank, so we have a multiple choice menu in Fungus with all of the questions. From there, the individual questions are attached to buttons, where the wrong answers lead to a node called WrongAnswer, and the correct one leads to CorrectAnswer, which then brings you back to the Question list. Jerry, our main Unity dev, also managed to get the point system up and running for it. 

For Word Matching, we had work to do in getting the C# script up and running. Part of the time was spent just getting the Canvas to work right with the Camera - it didn't want to show our actual panels. Simultaneously, we were getting the script written out. With reference to a tutorial, we managed to get it working. How it works: There are two scripts. The left sprites have one script - that is the matching mechanic, with a LineRenderer function allowing a click-and-drag from the left side to the right, creating a solid line. It also has a matchID function that we can set in the Unity editor itself. That function is also in the second script, which are attached to the right side's sprites. We are able to designate the matching sprites with the same matchID, which then marks it as correct once the dragged line is released on the correct box. 

For our assets, we have most of our menu screens created; We're using matching themes for the minigames and the corresponding buttons, most of which are also updated. With our bear theme, it makes the most sense to have a nature motif. We specifically have our Sentence Building minigame have a water theme, because of words "flowing" into each other; So our button will have globes to represent water, as well as the background for the game being a pool with koi. 

We're pushing back a Rewards system until later, to make sure that we have our gameplay loops solidly in there. We think we've figured out a way that we might be able to add different languages in the future through Fungus, so that's on the "low priority" list, because that's going to be a huge undertaking due to requiring an accurate translation into the other languages, as well as potentially requiring scripting in order to switch everything over. 

Over the next couple of weeks, we're going to finish up our gameplay, as well as see if we can get the default Fungus menus and buttons to be customized, creating a more cohesive look and avoiding making it look so out-of-the-box with the plugin.

Hours spent between the group: 15-hours coding, 13-hours asset creation

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