remember to press the full screen button! 

Instructions:

This is a case sensitive typing game! 

You can only work on one word at a time, and when you start on a word the next letter you need to input will be highlighted in red. 

Lists and Loops: 

All of the words and phrases that appear as part of the main typing game are part of a list.  The list is not randomly generated, and any "misspellings" or phrases with faulty grammar were actually typed into the list by me purposely.  

For loops, I have a loop that checks what the input from the keyboard is, and whether or not that pressed key is the "correct" key for what is being displayed on the screen. I also used loops for debugging purposes to make sure that the code was running correctly and that the input from the keyboard was being read accurately. 

Link to gameplay video:

Iteration:

The first version of this game had 2D colliders on both all of the words that spawn in, and on the mushroom "TA" sprite that appears in the middle of the screen. I had to keep on fiddling with the collider shapes since the text kept on getting stuck within the mushroom image, and then eventually I added a bouncy material into the mix since the text kept on just stopping on the mushroom, and this looked awkward and clunky.  I added a screenwrap onto the mushroom since after adding the bounce to the text the mushroom kept getting pushed off screen, but then as I tested the gameplay myself I found it not appealing to my eyes the way that the mushroom would just slowly edge on and off screen, or sometimes get stuck between the borders and be constantly phasing in and out of view.  Also, since keen eyesight is needed in order to play this game as the text is always moving, having this extra moving mushroom on the screen just ended up more of an annoyance than it did to add anything to the overall gameplay or feel. I spent a good several hours messing with material properties and rigid bodies, but eventually I put the mushroom sprite on an UI layer because my initial idea just wasn't working out as well in reality as it did in my brain.  In my head, the image of the words playing bouncing off the mushroom seemed fun, but in reality it looked awkward and sometimes would cause the words to get stuck in unreadable areas. 

The original "happiness" timer was set at only 5 seconds, but this made it too easy to lose. I then set the timer to last 12 seconds, but then the game pacing felt really boring. I think for now, 8 seconds can keep the tension in the game high without it being too frustratingly difficult that it is no longer fun. 

I was going to add a function where players had a one time chance to press "space" that would wipe the screen clean of any currently spawned in words, but then I realized that if I did this anytime a player pressed on the space bar in order to type one of the phrases, it would accidentally trigger the erase all function. I then thought about setting it as "tab", "enter", or "command", but for each of those buttons I found that depending on the hardware those buttons would either be placed in awkward positions, trigger some other unwanted function, or just not be available for the user. I then thought about having one of the number keys act as the input trigger, but I couldn't decide on which number, nor a reasoning behind why that number in particular. Also, since the numbers are a bit more far off from the letter keys, and not often used in normal typing, I hypothesized that if I added this function that was triggered by a number key than the input would not only not be intuitive, but also that users might just forget to use it. In the end, I also dropped this feature (for now at least). 

Freshness:

To be completely honest, I feel like all of the unity games I've made so far all have their bodily structure borrowed from the initial Asteroids project that I did last year in Sean's class. This was an issue I had during Sean's class where the feedback for my final was that it was too similar to an Asteroid's redux game. I definitely also did something similar for my previous "Pick the Pea" where most of the code was altered Asteroids code. This was the first unity game of mine where I was finally able to break free from copying and altering code that was borrowed from Sean, and also the first time I've tried implementing loops and lists into a project. Granted, I did follow a YouTube tutorial for most of the code, but this is the first time where I was able to watch and somewhat understand a YouTube video about coding. In the past I was so lost and confused that I did not feel comfortable implementing the code from those videos into my project.

Technical Details:

Git> https://github.com/Pompoko-Barry/EGAM102

Submission Form>https://docs.google.com/document/d/1Syf3EBVw02O2T33I35Zr91ERpX2l9NHAHIjY6xfKoCk/...

Also, shoutout to Mr. Hungry Tomato and Baldi's Basics !

Published 18 hours ago
StatusReleased
PlatformsHTML5
AuthorPompoko Barry
GenreSimulation
Made withUnity
TagsComedy, Horror, Short, Typing

Comments

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(-1)

I am not pro gamer enough for this

what would kratos say... :(

i think he would grunt rlly loud

kratos would be proud since u got the win condition today during class