04 / Devlog, May 28 '24
GitHub: https://github.com/nebulousmango/Bouba-Kiki
Document references:
- Game design doc: link
I thought I'd fix some of my design problems with Bouba-Kiki, and I ended up reworking the UI of the menu scene and added some animations here and there.
One of those design problems was in the shape-matching shape game where it's not immediately clear that you're supposed to tap on the shape that matches the one in the centre. I made the centre spin during levels, but I'm not sure it clarifies things any better. It makes gameplay more difficult with recognising the pentagons and hexagons though.
Also I ran into a bug that I had fun fixing! It was for a really trivial reason: I wanted to populate my board with some duplicate shapes because it was looking a little askew. When I ran the game in play mode, I realised that the Touch script wasn't picking up on the duplicate shapes. I could see that only one object's CheckForTouch function was running, and eventually I realised that it was because that function was overriding any other contact with colliders within the scene. I fixed it in a hacky way, but it works and it wasn't too messy! Again, I don't know if there's a cleaner way of doing this, but the solution ended up taking me five minutes to implement and three hours to figure out (╥﹏╥):
I added a second [SerializeField] collider2D to the Touch script, and added the collider of the duplicate shape to the components of all the original ones. I wasted a lot of time going over the event and wondering whether that was affecting the scripts in any way. I'm so glad for all the commented code in these old projects because this would've taken much longer without it. Now I can go about the rest of my day in peace.
Game scene looks like this for the shape-matching level:
The back and replay buttons are very inaccessible and nonsensical but I wanted to see if they were any more frustrating than a regular text button. Also on the to-do list is adding a new game mode, and adding a second objective to the shape-dodging level (at the moment I'm thinking of adding limited-time shapes that you'll need to collect while also dodging the spiky ones).
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