Game 1: Rolling Ball

Finished Game Overview

Building The Game

1. Building the Scene

2. Pickups: Scripts - Rotation.

3: Player Movement: Part 1

3b: Player Movement: Part 2

4: Camera Control and Extra Levels

5: Switching Between Levels: Part 1

5b: Switching Between Levels: Part 2

6: Text and User Interface Basics: Part 1

6b: Text and User Interface Basics: Part 2

6c: Text and User Interface Basics: Part 3

Assignment

For your assignment, you will need to build on the ball roller game in the following ways:

  1. Create at least three extra levels (for a total of five).

  2. Different colored power up with different point value from the ones we built.

  3. Stop the timer and disable game controls if the game is over. (Hint: You will need a boolean (bool) type variable to control whether the game has ended and link those to if - statements within your game)

  4. Create an death box or script under your level that will restart your level if the player falls off our hits it. If you are creating a death box, you will need at box collider, but not necessarily a renderer or material You can create invisible collisions.

  5. Make a sharable build of your game using the instructions below.

Making a Sharable Build

Learning Targets

  • I can create and use int, float and bool variables.

  • I can correctly change the value of a variable through code.

  • I understand when to use public and private variables.

  • I can access inputs and apply them to player movement.

  • I can implement if statements in C#.

  • I can write and call my own methods in C#

  • I understand and correctly use Start, Update, FixedUpdate and LateUpdate functions.

  • I can link components to variables.

  • I can determine how many of a GameObject exist in a scene.

  • I can organize and program based on my build index.

  • I can change scenes within my game through code.

  • I can create and manipulate several different 3D primatives.

  • I understand and can use several different components.

  • I can add text elements to the game screen.

  • I understand when to add RigidBody components and when not to.

  • I can use RigidBody components to interact with Unity’s physics system.

  • I can create and apply materials to objects.