switch up on game's objective


Originally, the level objective for this infinite runner was going to be collecting gems, but I have decided to switch it up to a distance objective, challenging the player to trying to get as far as possible in the level. This objective could just turn out to be a endurance test, but I hope to add some obstacles to avoid making this game easy. Unity's Vector3.Distance() function is likely the right candidate to help me measure the player's in game distance. Switching up the objective also helped me to ignore my win level transition. Now the player has to die in order to end the game. Before, winning the level with gems made an awkward and abrupt win notification. I don't have the skills to fully ease this hurdle, but I am gaining the experience to eventually get over it. 

Also, my 2d game framework is still a larger goal. I am planning on implementing different level managers for the different types of 2d games including scrollers, single scene, side scroller, platformer, and adventurer. As far as I can tell, theses are the main types of 2d games. Knowing this allows me to construct interfaces that require different behaviors and states. I can add this to my 2d game framework to allow faster constructions of theses games in the future. I just have the added problem of figuring out this framework to work with different builds. 

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