The Adventures of Tokk Project Report Raphael Leon 31 may 2014 | Página 13

//enemy collision if (place_meeting(x,y,obj_player)) { if (obj_player.y < y-16) { with (obj_player) vsp = -jumpspeed; instance_destroy(); } else { game_restart(); } } This states that if the player strikes the enemy from 16 pixels above the enemy will die and be destroyed. The last three tell the game to restart if the player collides with the enemy in any other way. Conclusion Over this term, as group leader of this project, I have learnt how to organize people so that as a team we could create a beautiful enjoyable game. This will hopefully show to industry the standard of scripting that I have achieved. The game created displays my understanding of Unity3D as well as my used of coding language. The process taught me a lot but I feel that if I were more familiar with the coding language, I would have been able to do a lot of the scripts better. If I had known a larger amount of the variables Unity3D supports I could have taken a few shortcut that at the moment is rather time consuming. When I was being taught scripting I was told that a lot of scripts have already been made and exist online. I was told that being able to read and edit code was far more useful than being able to fight them in whole. By being able to edit code your easily able to create the script you desire. The Unity3D scripting reference website provides all the scripts that can be used within Unity3D by using these in addition with others the perfect script can be made. This website is only used as reference as the scripts on there are just parts and need to be used in conjunction with other scripts to work properly. Learning this skill was very useful as it gave me the ability to write scripts at the beginning of the game when I wasn’t very good at code. (Technologies, U. 2014). Both the character scripts were incredibly hard to perfect and took a lot of work. They will display to future employees that I have a good understanding of code. Overcoming the double jump in the Unity3D game was very difficult, but resolved by using clever code. The “jumpused” and the “maxjumpcount” variables easily avoided the problem of not being able to jump when grounded by always allowing the character to jump as long as “jumpused” is less than 2 (“maxjumpcount”). This was one of the last additions made to the script as it took so long to resolve and it was an incredible feeling when I finally managed to complete it. Game programming is relevant to so many aspects of the industry and I have enjoyed exploring level design, scripting enemies and character control scripts in my game. After working on this game, I have decided that my chosen 13 | P a g e