Michael Cortez
Student at University of Illinois Chicago
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Over the past month and a half, I have made significant progress in Unity, rapidly advancing through my project as I become more adept with the software.My game now features most of the essential components needed to start building complete levels. I have enhanced the enemy AI, created three distinct enemy types, and developed a main screen, pause screen, and game-over screen.The first enemy type chases the player upon entering its vision box. This was the simplest to create. The chase continues until the player loses all three lives, the enemy is defeated, or the player exits the vision box.The second enemy type also chases the player but jumps towards them when within the vision box. This was more complex because I had to make the chase and jump work together. The enemy jumps towards the player while retaining the same chase mechanics as the first enemy.The third enemy type shoots projectiles at the player once they are within a slightly larger vision box. This was the most challenging to program, as it involved scripting both the shooting mechanics and the projectile behavior. The projectile spawns and moves towards the player's location at the moment of firing, disappearing after traveling a certain distance.All three enemy types have an idle movement pattern where they move left and right when the player is not within their vision box.With the enemies completed, I moved on to creating the main menu screen, which includes the game title, a play button, a settings button, and a quit button. The play button loads the game scene, while the quit button exits the application. The settings button offers four options: graphics settings, resolution settings, full screen toggle, and volume control. The graphics settings adjust the quality using Unity's engine. The resolution settings are populated via a for loop that reads all available resolutions on the computer and selects the current one. The full screen toggle allows the user to switch between full screen and windowed mode, and the volume slider controls the game's master volume.The pause and game-over screens function similarly, allowing the player to restart the level, return to the main menu, or access the settings.I am excited to work on the final stages of this project, focusing on level design and adding new features. I look forward to providing another update soon!
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Michael Cortez
Student at University of Illinois Chicago
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I've been making significant progress on my Unity game project, and I'm excited to share some of the latest developments and lessons learned.I have evolved my game from basic character movement to a nearly fully functioning game with exciting features. The game now includes an enemy that damages the player, a reset function for when the player loses all their lives, attack functions, and animations.A major breakthrough for me was learning how to call and use scripts within other scripts, which I found similar to using header files in C++. This realization allowed me to efficiently use prefab scripts and link various functionalities, such as activating attacks.Creating the enemy and damage system initially posed challenges, particularly with collision handling. I resolved this by using parent and child objects: the player body handles physical collisions, while the player trigger manages event-based interactions, allowing the player to take damage without a physical collision.One of the more challenging yet rewarding features is the boomerang attack. It required multiple trials to perfect the function that makes the boomerang fly away from the player and return. I also synchronized a sword attack with its animation using IEnumerator for timing, ensuring the damage was aligned with the animation. Both of my attacks have a small wait period before they can be used again, which is also incorporated using the IEnumerator function for the timers.Animations turned out better than expected, despite my limited experience. Tutorials helped me navigate the Animator tab in Unity, where I created a network of animations and transitions, all activated through code.Currently, my enemy only moves left toward the player, but I plan to enhance its AI to pursue the player dynamically. I am also excited about developing new enemies and levels.I'm enthusiastic about the future of my project and look forward to sharing more updates soon!
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Michael Cortez
Student at University of Illinois Chicago
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I am thrilled to announce the commencement of my first personal project in computer science!Over the past two years at the University of Illinois at Chicago (UIC), I have acquired essential skills for the tech industry, including proficiency in multiple coding languages, effective time management, and mastery of complex data structures and algorithms.My project involves programming a video game using Unity and C#. Although working with C# for the first time presented challenges, it did not deter me from pursuing the development of this project. I am creating a 2D platformer inspired by the acclaimed game Hollow Knight, which captivated me with its intricate level design, engaging combat mechanics, and compelling story.In my game, players will navigate through various levels, facing off against enemies to reach the final goal. I am proud of the progress I have made so far, having developed the character's movement, animation, and attack functionalities. Despite being a relatively small project, I am excited to share its future progress and look forward to potentially collaborating with others to enhance and refine the game further.
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