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10h 36m logged

Core concept added + Almost done with Minigame 1 + Minigame 2!
PS: Devlog is long because I forgot to post a previous one…

To start the proof-of-concept I had to figure out how I could get the Arduino Uno to connect to Unity. Learning from a tutorial by DIY TechRush, I found out the main method was by having code sent to the board from the IDE where readings are sent to the Serial Port.

After I understood that, I could finally start on my first idea, a Timeline-based race through a city between two cars that have to avoid obstacles. Since I’m working on a time crunch, I used some free low poly models:

Once I added the models, I changed potentiometer readings from rotation to transformation on the Z axis, so the car could go left and right to avoid things.
Since I was using two potentiometers (for two players), before printing, I had to concatenate “1:” or “2:” for the Unity script to find out which is which. I also encountered some delay issues, which I fixed by increasing baud rate from 9600 to 115200 and adding a delay function in the boards code.

Then, it was time to make a rig for the players and their cameras (cameras made two split screens). The rig was so that I could animate the position of the player using the Timeline feature.
Then, on the same timeline, add animation tracks for the ‘enemies’ (just buses and vans). Added some variety, some were static some were driving to the player, some fell out the sky from no where. Also, to make it clear they were enemies, I added some outline shading to them from this tutorial by ‘AAvirusAA’.
Then, I added box colliders and rigidbodies to the player cars and the enemies while tagging them as ‘player’ and ‘enemy’ respectively. Each time there was a hit, it would increment a counter for each player. Then used the canvas/UI feature to display the counter!

Finally, I got started on the tutorial at the start. I wanted to show the player(s) a TinkerCad setup including what they need and what pins to connect. Then, (kind of inspired by those switch games where they joycons are taken off, and before the game starts a button must be pressed to ensure connectivity), created an image to show the setup before the game, and to only disappear once the test has passed!

Got bored of M1 so started on M2

The concept for this was to do that simple mobile game where the blocks slide and you have to stack them by pressing it. The foundation of the game was from a tutorial by Jason Weimann, and I added the following things:

  • Instead of “Fire1” from the Input Package, it was connected to a boolean variable that was based off of the Serial Readings of whether a button was pressed. Only Player 1 button could affect player 1 turn, etc.
  • Alternating colours of blue and purple to match the cars
  • Game over screen
  • Tutorial/setup at start

Thanks for reading this far! If anyone has any suggestions on improvements please let me know!

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