7 Haziran 2016 Salı

Kadir Mert Okumuş

Despite the fact I worked with Unity coding before, I have never attempted such a complex design with multiple scripts. Our earliest design used to have arrow controls and fixed camera angles, we improved on that and introduced a FPS camera control with mouse. Cheating code was espacially hard because of unity integrated C# coding. I had to find the class inside a script of a game object whose grandchild game object has a collider component that is detected during successful cheating. Also I took the freedom and implemented some features like "cheating memory" and "cheat sheet". Memory limits the amount of information a person can cheat from anyone at one glance, player also has to convert this memory to grade by looking at his own paper. Space bar brings forth a cheat sheet under the table, you are also limited by the memory for the cheat sheet however since you can look at your exam and cheat sheet at the same time, memory instantly gets turned into grade. Also to be able to fully use the cheat sheet, player has to further look into the paper, for example if you pulled the paper for 10 cm and converted all into the grade, cheat sheet wont yield any memory nor grade for first 10cm, and you must pull the paper more and risk getting caught. I shared these ideas with my other group members and they loved them. Coding for these was more of a fun challange rather than a complication.

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