Since our game is based on a child having built everything on the board, or at least is using household items to play with imagination the narrative we want to convey through both an opening comic panel and the clock countdown time is that the kid has a limited time to play before needed to leave, hence why there is a time limit lose condition.
Narratively we want this to be a parent setting up the clock on the board telling the kid they have this much time to play (this would be shown through the opening comic). Why does the kid have a time limit? Well because Breakfast/Lunch/Dinner is almost done. So I wanted to code a thing where, once the Player hits the play game button a script would activate (see Figure 1.) that Play's a sound of a motherly voice calling out "Dinner time!" and an eager child response of "ok".
Figure 1. |
The way I tried to code this was that the AudioSource would play on the public void GameStart (which would be called on the press of the "Play Game" button). Then a count down of 3 seconds would appear on screen. I eventually decided against this simply because I couldn't find the right child respond sound online and didn't have time to book a session in the recording booth at university in relation to how much else I had to do at the time.
I realise now that this wouldn't have worked as I liked anyway, as the StartCountDownText would cycle through super fast rather than one per second as the void would run via the frame rate, and at a standard of 60 Frames Per Second this text would blitz by.
Plus I should have used a Coroutine to WaitForSeconds to control when each number would appear on screen and then subsequently starting the Game through Time.timeScale.
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